SPY LIST
PUBLISHER
"M" ARAKAWA
EDITOR IN CHIEF.
GAIL "REDFINGER" TILDEN
PRODUCTION MANAGER
YOSHIO "TARGET TIME" TSUBOIKE
SENIOR EDITOR
LESLIE "DR. NO" SWAN
WRITERS/EDITORS
JASON "LIVING DAYLIGHTS" LEUNG
TERRY "SCARAMANGA" MUNSON
SCOTT "SHAKEN, NOT STIRRED" PELLAND
PAUL "JAWS" SHINODA
PRODUCTION COORDINATORS
KIM "ROGER" MOORE
TERRY "SCARAMANGA" MUNSON
NANCY "MONEYPENNY" RAMSEY
ART DIRECTOR
KIMBERLY "Q" LOGAN
DESIGNER
JAMES "BOND" CATECHI
STRATEGIC LAYOUT
WORK HOUSE CO., LTD.
JUMPIN' JACK YUSHI
NAOYUKI KAYAMA
SHIGEHIKO TAKAHASHI
YOSHIYUKI OSHINO
KENSHOW SUGIMOTO
TAKAYUKI ITOH
V DESIGN, INC.
YOSHI ORIMO
RITSUKO YAMAJI
SONJA MORRIS
TONY SANDOVAL
DESIGN/PREPRESS SUPERVISOR
JAY "RC-P90"WERGIN
ELECTRONIC PREPRESS
JESSIE "00" BROWN
TANYA "THE KNIFE" SHARP
VAN "THUNDERBALL" WILLIAMS
MARK "MOONRAKER" JOHNSON
PREPRESS ASSISTANT
TODD "LIVE & LET" DYMENT
PRODUCTION ASSISTANT
COREY "ODD JOB" GREEN
GAME CONSULTANT
TOM "AIM HIGH" HERTZOG
SPECIAL THANKS TO YOSHIO HONGO,
YASUHIRO SAKAI, KEISUKE TERASAKI AND
ATSUSHI TEJIMA AT NINTENDO CO., LTD.
THANKS ALSO TO RARE FOR MAKING
A KILLER GAME!
I>y Nintendo ol America Inc”, 4820 150th Avenue NE, Redmond,
Washington 98052, at Sll.00 in the USA (SI5.50 in Canada).
1997 Nintendo ol America Inc. All rights reserved. Nothing that
appears in the'GoldenEye Player's Guide may be printed in whole or
in part without express written permission from Nintendo of
America Inc., copyright owner. Nintendo is a registered trademark
ol Nintendo ol America Inc. 1997 Nintendo/Rare. Game by Rare.
1962, 1988, 1995 Dartjaci, LLC. & United Artists Corporation. All
rights reserved. 1997 Eon Productions Ltd. & Mac B. Inc.
FOR YOUR EYES ONLY
BOND. JAMES BOND. Live the life of a spy as 007 tries to blindside
GoldenEye, an electromagnetic jamming device that could render
entire countries powerless. In an international covert operation that
spans nine years, you must track the infamous Janus Syndicate and
stop its elaborate and stealthy plans to use GoldenEye to threaten
the security of the world. Spy as you might, you'll need some help
from headquarters, so we're supplying you with the top secret maps
and tips to sabotage GoldenEye and complete your mission. Trust no
one but us, and don't let these classified documents fall into the
wrong hands — they're for your eyes only, and they're your best bet
for surviving the game.
STORY BRIEFI
SPY CONTRO
TECHNIQUES
WEAPONS . .
GADGETS . .
DOSSIERS . .
THE MISSION
MISSION!
MISSION 1:
PART 1
PART 2
PART 3
MISSION 2:
PART 1
PART 2
MISSION 3:
PART 1
MISSION 4: I
PART 1 F
MISSION 5:
PART 1
PART 2 I
MISSION 6: ST. PETERSBURG:'
PART 1 STATUE PARK
PART 2 MILITARY ARCHIVES
PART 3 STREETS. . .
PART 4 DEPOT
PART 5 TRAIN
MISSION 7: CUBA
PART 1 JUNGLE
PART 2 CONTROL CENTER
PART 3 WATER CAVERNS
PART 4 ANTENNA CRADLE
MISSION 8: TEOTIHUACAN ■ fisPMI
PART 1 AZTEC COMPLEX
MISSION 9: EL-SAGHIRA
PART 1 EGYPTIAN TEMPLE
KILLER TIMES '*?:• gs« . . . ! .
LIVE AND LET DIE
RULES OF ENGAGEMENT
TEMPLE
COMPLEX
CAVES
LIBRARY STACKS
LIBRARY BASEMENT
WATER CAVERNS
FACILITY
BUNKER
ARCHIVES
EGYPT
Time catches up to everyone, even double-0 agent James Bond
of Her Majesty's Secret Service. Nine years ago, during the height
of the cold war between the West and the Soviet empire, Bond
and a fellow operative penetrated a top secret chemical weapons
plant in the northern district of Arkangelsk. Their mission, to
destroy the weapons-making potential of the facility, met with a
tragic end when 006 was seemingly captured and killed by the
Soviet guards. Although Bond managed to escape and return to
England, he had lost one of the few colleagues he trusted in his
highly specialized and dangerous line of work.
Today, the world has changed. The Soviet Union has splintered
into many nations, and the Cold War has been replaced by a
confusing realignment of old friends and enemies. The new head
of MI6 thinks Bond is an outdated dinosaur whose only interests
are fast cars, women, gambling and vodka martinis. She isn't sure
that there is a place for Bond in the new world order.
But the more things change, the more they stay the same. A new
crime syndicate has emerged out of the ashes of the old Soviet
order, and its plans are as twisted as those of S.P.E.C.T.R.E. from an
earlier epoch in Bond's career. The key to the secret Russian
GoldenEye satellite system has been stolen by former Soviet
officers who now work for the mysterious Janus Syndicate. In
stealing the GoldenEye key, Janus operatives destroyed a Russian
satellite tracking facility and murdered all but two of the workers.
Rumor has it that the brutal leader of Janus is a Lienz
Cossack — a man whose parents were betrayed by the British
government. His desire for revenge has burned for decades, but
now, with the GoldenEye hanging silent and lethal in orbit above
any target he chooses, Janus — named after the two-faced Roman
god — seems to hold all the cards. Who is this man, and how can
he be stopped? In a race against time and ghosts from out of his
past, James Bond must track down Janus and save England from
the ravages of GoldenEye. But even with two lives to live, 007
may be running short of time.
Just how glamorous and exciting is the life of a secret agent man? Get
behind your controller and familiarize yourself with Bond's undercover
maneuvers to find out. You'll be able to control the one-man army, and,
by arming your controller with the Rumble Pak, you'll get shaken and
stirred by every bullet you unload to save the free world.
ON HER MAJESTY'S SECRET SERVICE
James Bond is a man on a mission, but he can reach his goal only if
you've mastered the controls. Make Her Majesty's Secret Service proud
by familiarizing yourself with all of 007's offensive, defensive and
covert maneuvers. The secret agent can execute a number of moves
including crouching, sniping, bomb planting, tank driving and karate
chopping. Commander Bond's most important moves, however, are
quick, dead-on aiming and bullet dodging by sidestepping or kneeling.
RUN AND GUN
Once you've mastered the controls and
drummed up enough confidence, try the
kamikaze-style "Run and Gun" technique.
When you shoot and hit your enemies, they'll
be briefly stunned and unable to retaliate.
Take advantage of this downtime by charging
them with your automatic guns firing— your
chances of hitting them again will be much
greater as you close in on them. However, if
you take the time to aim after hitting them,
your victims may have enough time to recover
and return fire.
Nintendo Player s Guide
THE MAN WITH THE RUMBLING GUN
There are eight Controller configurations in the game: four
configurations are for one Controller and the other four are
for two Controllers. You won't see all eight options unless
you have two Controllers plugged into your system.
Two players can also use two Controllers in Live and Let
Die Mode.
AIM
Like the L Button, the R Button acti-
vates your on-screen targeting. To
aim, hold down either the L or R
Button while you use your Control
Stick to move the crosshairs over
your target. Once your target's in your
sights, pull the Z Button to shoot.
KNEEL
To kneel, tap the bot-
tom C Button or push
down on the Control
Pad while holding the
L or R Button. To aim
while crouching,
press and hold L or R
and bottom C again.
To stand back up, tap
the L or R Button.
LOOK
USE WEAPONS
To arm yourself with another weapon, press the A Button. Every time
you press it, you'll equip another weapon from your inventory. You can
keep tapping the A Button to go through every weapon in your arsenal
or hold the A Button and tap the Z Button to scroll backwards.
FIRE
Hit the Z Button to use whichever
weapon or gadget you're armed
with. For automatic weapons, hold
it down to keep firing, but pistols
fire faster if you rapidly tap the
Z Button.
MOVE
The Control Stick moves 007.
Push up to walk forward and pull
down to walk backward. To
rotate in place, tap the Control
Stick to the left or right. You can
also use the Control Stick to
steer the tank or position your
weapons' crosshairs.
It’s easy to overlook ammo on
the ground or surveillance
cameras mounted high above,
so be sure to scan the ceilings
and floors. To look up, tap the
bottom C Button or press down
on the Control Pad. To look
down, tap the top C Button or
press up on the Control Pad.
SIDESTEP
The C Buttons function exactly like the Control
Pad, so by pressing the left or right controls, you'll
sidestep. If you hold down the sidestep buttons
while using the Control Stick to move, you'll walk
considerably faster than you would using the
Control Stick alone.
ACTIVATE
By hitting the B Button, you can
activate nearby items. Use the B
Button to open or close doors,
flip switches, power computers,
or board the tank. You can also
use the B Button to manually
reload your weapon before your
magazine runs out of ammunition.
You'll automatically reload when
your magazine is empty.
GoldenEye
Nintendo Player s Guide
TECHNIQUES
5AFc
>
Go Straight
Turn to Wall
f
N . T,
Sidestep & Shoot
SORRY
If you turn using the Control
Stick, you can't face what's
around the bend until it’s too
late. By sidestepping, you’ll
already be aimed in the right
direction.
THE SOUND OF SILENCE
To keep his missions covert, 007 must not let the loud sound
of his gunshots attract any attention. Nearby guards know
the sound of trouble and they will home in on James if they
hear his weapon fire. Silence is golden, so use one of your
silenced weapons when you're on the prowl.
A
29 I 12 A
To surprise the living daylights
out of a foe, use a silenced
weapon. You can silence the
PP7 and D5K, while the sniper
rifle always has a silencer.
THE COUP DE GRACE
You may need to shoot enemies numerous times before they
fall in defeat. Head shots cause the most damage, while body
shots do slightly less damage, and arm or leg shots inflict the
least damage. It's often hard to tell whether or not you've
beaten an enemy since they can suffer agonizingly long
demises. When your enemies drop their weapons, you'll
know you've fired a lethal shot.
Riddle your enemies with bul-
lets so they won't have time to
react. How quickly you beat
them depends on where they
get hit, so keep firing until they
drop their weapons— that's
your telltale sign of victory.
FILL IT UP!
Manually reload your weapon whenever possible to avoid hav-
ing to do it in mid-battle. Defeated enemies will leave behind
varying amounts of ammo. If you're a spy operating in the Agent
Level, each of your victims will leave 20 rounds of ammo, while
Secret Agents will find 15, and 00 Agents will find 10.
Its usually safer to manu-
ally reload your weapon,
rather than waiting for
your magazine to com-
pletely run out of ammo.
Before engaging in battle,
hit the B Button so you'll
start with a full magazine.
CHECK YOUR ITEMS
Check your inventory if you get stuck in your mission. Q made
sure not to pack any unnecessary gadgets, so if you have a
Bomb Defuser, you can bet you'll be defusing a bomb. You may
also pick up an item, such as a key card, without knowing it.
%
GoldenEye
4 ' •%
L» MISSION 1
- DATA c
%w/ v j
Agent 007 begins every mission with a small arsenal, while his countless
enemies are more ably armed with their ballistic stockpiles of weapons.
Resourceful as ever, Bond can swipe their weapons to use against his
foes. Before setting out to save the world, take in some informal
weapons training by spying over your arsenal's bullet points.
TOOLS OF THE TRADE
Bond may be fighting against incredi- |
ble odds, but with more than 20 unique
weapons at his disposal, 007 should be
able to outgun his enemies with fire-
power. For a while, at least. Most
ammo is limited in both numbers and
its interchangeability with other
weapons. Rifle ammo will work only in
rifles, while pistol ammo and automat-
ic weapon ammo are interchangeable
(except where noted).
ZOOM
» The KF7, sniper rifle and US AR33
are particularly good for long-
yl / range targeting. All three have
zoom aim, allowing you to get a
closer look at your target through your rifle
sight. The sniper rifle also has a macro zoom
feature (press the top C Button while pressing
your aim button). Any weapon on this arsenal
list with the crosshair icon features zoom aim.
SILENCER
If you want to be the strong, silent
type, arm one of the three silenced
guns. If you have a PP7 or D5K with
a silencer, or the always-silenced
sniper rifle, you can mount an inaudible stealth
attack. The pistol icon quietly points out which
guns are in Bond's silenced arsenal.
With its silencer capabili-
ties and the highest rate of
fire among the handguns, it's
no wonder that the low-
recoil PP7 is Bond's weapon
of choice.
KF7 SOVIET
MAGAZINE: 30 MAX: 400
— ™ SNIPER RIFLE
MAGAZINE: 8 MAX: 400
It may have more recoil than
the US AR33 Assault Rifle,
but the KF7 rifle is consider-
ably easier to come across
since most enemies use one.
m
The sniper rifle is the most
accurate of the zoom-
capable guns, and its
recoil will affect aim only
when you fire repeatedly
at a faraway target.
DD44 DOSTOVEI
MAGAZINE: 8 MAX: 800
The DD44 Dostovei has low
recoil, but it's also very loud.
\ lf you find two, you can fire
both at once for two fistfuls
of gunslinging.
REMOTE MINE
ZINE: 1 MAX: 10
■ Once you have planted a
^ remote mine, you can acti-
\! vate it at a safe distance by
I engaging the detonator on
^ i your handy Q Watch.
GRENADE
Toss a grenade to take out
clusters of foes, but be
careful that it doesn’t
bounce back your way,
because it will detonate in
about three seconds.
Nintendo Player s Guide
TIMED MINE
MAGAZINE:! MAX: 10
Timed mines are set to
explode several seconds
after you plant them, so be
sure that you have planned
out an escape route before
placing them.
TANK
MAGAZINE: 1 MAX: 50
•I
Scour the runway in
Arkangelsk and the streets
of St. Petersburg to find the
tank. You can fire missiles or
plow over enemies.
KLOBB
MAGAZINE: 20 MAX: 800
Of all the automatic
weapons, the Klobb has the
worst recoil. You can use
two at once, however,
to make up for its slug-
50 gisli firepower.
GRENADE LAUNCHER THROWING KNIFE PLASTIC
MAGAZINE: 6 MAX: 12 MAGAZINE:! MAX: 10 MAGAZINE:! MAX: 10
Use the grenade launcher to
jettison grenades at long-
range targets only; other-
wise, the explosion from its
unique ammunition may
harm you.
Take a stab at hurling knives
You’ll have the plastic explo-
at enemies. You can retrieve
sives when you set off to
and reuse a knife after
blow up the Kirghizstani silo.
. you've thrown it, but you can
The charges have a six-
\ carry up to only 10 of them.
minute minimum
\ »
detonation time.
“ " D5K DEUTSCHE
MAGAZINE: 30 MAX: 800
The stealthiest of the auto-
matic weapons is the D5K
Deutsche. By adding a
silencer, you can muffle the
D5K s low-recoil rapid
firing blasts.
PHANTOM
MAGAZINE: 50 MAX: 800
With the Phantom, a minimal
recoil automatic weapon,
you can double your firepow-
er to 100 loaded rounds by
shooting two of the guns
at once.
AUTO SHOTGUN
MAGAZINE: 5 MAX: 100
To get the auto shotgun,
attack one of Janus's men in
Statue Park. Only shotgun
cartridges, which carry up
to five shells, will work
as ammo.
ROCKET LAUNCHER
MAGAZINE: 1 MAX: 3
Rockets will load only into
the Rocket Launcher. Its
blasts are devastating, so
use it for long-distance
fighting to avoid
getting burned.
PROXIMITY MINE
MAGAZINE: 1 MAX: 10
Place the proximity mine in
an area where you're
expecting enemies to arrive.
When the mine detects
nearby movement, it
will detonate.
WATCH LASER
MAGAZINE: 1 MAX: 300
Aboard the train in St.
Petersburg, you can fire your
Watch Laser as a weapon,
but you should save its
charges to sear open the
« escape hatch.
ZMGC9MM)
: 32 MAX: 800
For a rapid-fire, low-recoil
blast, try firing theZMG
9MM, or put your enemies in
double jeopardy by arming
yourself with two of them.
US AR33 ASSAULT-^
MAGAZINE: 30 MAX: 400
The US AR33 Assault Rifle
has less recoil than the KF7
and features the zoom aim
so you can easily set your
sights on a target in
the distance.
RC-P90
MAGAZINE: 80 MAX: 800
To keep foes at bay, riddle
them with the RC-P90. The
quick-firing spitfire will
spew out more bullets per
second than any
other automatic.
LASER
Introduced in the film
Moonraker, the space
weapon has unlimited ammo
and zero recoil. Search for it
in the Aztec stage and on
the Cheat Menu.
GOLDEN GUN
MAGAZINE: 1 MAX: 100
In the Egyptian stage, you
can be the man with the
Golden Gun. One hit will take
out a foe, but you can’t use
its special ammo in
other guns.
HAND
When all else fails, try bare-
knuckle fighting. Your silent
karate chops are particular-
ly handy when you're trying
to escape the bunker cell.
GoldenEye m
The trademark of any Bond adventure is the collection of high-tech gad-
gets. Q Branch has developed a diverse array of gizmos and spy toys to
help 007 accomplish his missions for MI6. And along the way, Bond may
even stumble upon a few other useful and unique devices.
BOYS WITH TOYS
Gadgetry plays a large part in espionage, and
007 definitely has his share of toys. At MI6's
Q Branch, Q masterminds the development
of the agency's high-tech weaponry and
gizmo arsenal. If you thought a watch would
never be able to detonate a mine or turn into
an electromagnet, Q will prove you wrong,
so you'll never say never again. From a
bomb-defusing contraption to a credit-card-
sized hacking device, you can bet Q will put
it in Bond's big bag of tricks.
Bridge bomb successfully defused.
Q Branch not only
arms James with the
latest high-tech
toys, but it also gives
him tips on accom-
plishing his mission.
BYELOMDRYE DAM
4. Q BRANCH
THE Q WATCH V2.01 BETA
The ever-industrious Q has outfitted 007
with the stylish, yet practical, Q Watch
V2.01 Beta that keeps track of more than just
time. To check your multipurpose wrist-
watch, wait until you're safe from enemy
fire, then hit the Start Button. The watch face
will display both the condition of your health
and body armor. You can also consult your
watch to review your mission briefings and
objectives, as well as view holographic
images of every item in your inventory.
:: )
Consult your watch to review your armor, inventory and
state of health. You can also use it to vary the game’s
default settings or rearrange your controller to any of
the eight preset configurations. The watch also shows
mission briefings and whether or not your objectives
are complete.
Nintendo Player's Guide
BUNGEE ROPE
To reach the chemical
weapons facility, you'll have
to leap off the Byelomorye
Dam. With great foresight, Q
has equipped James with a
bungee rope. The item won't
appear in your inventory, but
don't worry— 007 will auto-
matically use it when he
takes the plunge.
DOOR DECODER
Not every door opens with a
key card, so James will have
to locate the Door Decoder
to enter the bottling room in
the dam's facility. Double
agent Doak, working under-
cover as a scientist, has the
device, so you’ll have to
track him down to complete
your mission.
BOMB DEFUSER
DETONATOR
Bond needs to defuse the
bombs hidden in the frigate's
bridge and engine room.
Thanks to Q's Bomb Defuser,
gone are the days of pliers
and wire cutters. Attach the
Defuser to a bomb, and, at
the push of a button, it will
automatically turn the
explosive into a dud.
When you place explosives,
you’ll want to be as far away
as possible when they go
off, so Q added a Detonator
feature to the always-useful
Q Watch. Once you've plant-
ed your remote mines in the
dam's bottling room, head to
high ground, then activate
your Detonator.
KEY ANALYZER
i
—
Inside the observatory in
Severnaya you'll find the
infamous GoldenEye Key.
Once you get it, you can run
it through the Key Analyzer.
Q's invention, which is clev-
erly disguised as an attache
case, will decipher the
GoldenEye data then create
a copy of the key.
Covert modem installed.
TRACKER BUG
The Janus Syndicate can
run, but it can't hide. MI6 can
monitor the whereabouts of
Q's Tracker Bug no matter
where it goes. Janus des-
perately wants the Pirate
stealth helicopter, so plant
the bug on it— it should lead
o you straight to the syndi-
cate's leader.
COVERT MODEM
MI6 needs to monitor the
computer operations at the
dam, so Q has created a
miniature covert modem.
When connected to the
dam’s satellite link, the
modem will siphon any of the
facility’s data and transfer
the information to MI6 head-
quarters back in England.
WOK %
*aer jmi :
DATATHIEF
1
*
MI6 is curious about the
suspicious computer opera-
tions going on at the bunker
in Severnaya. Bond isn't
much of a hacker, but the
Datathief is. After access-
ing the main computer,
attach the Datathief to
decode and download all the
necessary information.
CAMERA
WATCH MAGNET
Only a master spy can infil-
trate the Janus syndicate's
bases of operation, so you'll
have to bring back photos of
your trip to show headquar-
ters. Since seeing is believ-
ing, MI6 has issued 007 a
Microcamera and will
request that he photograph
some key items.
James Bond has quite a mag-
netic personality, but it's no
match for Q's Watch Magnet.
By activating the Watch
Magnet feature of the Q
Watch, you'll be able to
attract small metallic
objects that may be hard to
reach— like cell keys through
prison bars, perhaps.
GoldenEye
V
MISSION «
DATA ~~
} - — ■
V' I ' V
Welcome to the world of international intrigue where today's friend
becomes tomorrow's foe. Even James Bond, with years of experience,
has trouble keeping up with the shifting alliances. You can be sure of one
thing only: the spy who loved you may also have a license to kill.
The head of
MIG can't
afford senti-
ment when
it comes to her agents.
Bond is a valuable but dan-
gerous pawn whose loyalty
to the service never sways. Instead of control-
ling him, she sets him loose and hopes for
the best.
Some of the best
M J ) scientific and engi-
neering minds in
" Great Britain work
for Q, devising elegant, but often
lethal, devices to be used by field
operatives. Just once, Q would
like Bond to return a device intact.
Moneypenny's long flirta-
tion with James may just
be a cover for her con-
cern, both professional
and personal.
MI6
007 r
Commander James Bond
was born of a Scottish
father and a Swiss moth-
er. When he was eleven
years of age, both his par-
ents were killed in a
climbing accident in the
Alps. After studying at
Eton, Bond joined MI6
and moved up through
the ranks to his current
position, agent 007, with
a license to kill. Briefly
married in 1962, Bond's
lifetime loyalty has been
to queen and country.
CONTACT
JAMES BOND
Alec Trevelyan, agent 006, worked side by side with
Bond over the years. The two agents were brought
together by the circumstances of their occupation
as well as their family histories. Both lost their par-
ents at early ages. During a mission to destroy a
chemical weapons plant in the U.S.S.R., 006 was
apparently lost in an explosion set by 007.
VALENTIN ZUKOVSKY
In the old days of the Cold War, Zukovsky worked
for the KGB. Over the years he had several ill-
fated encounters with Bond, one of them result-
ing in a permanent limp. Now, Zukovsky operates
an arms business out of St. Petersburg, and he is
willing to sell information, even to Bond.
m ¥
Nintendo Player's Guide
NATALYA SIMONOVA
A programmer at the Space Command
Center at Severnaya, Natalya is
thrown into a desperate race to stop
Janus from using the GoldenEye
satellite. Her computer expertise and
Bond's covert skills prove to be an
effective combination. Like many cou-
ples who meet under intense circum-
stances, the relationship between
Bond and Natalya is a
heated one.
COLLEAGUES
RUSSIA
This Russian Politburo mem-
ber hopes to discover who
was behind the destruction of
the Space Command facility at
Severnaya. He suspects
Ourumov but needs proof that
only Natalya and Bond can
deliver. He is an unlikely ally in
Bonds mission.
DEFENSE MINISTER MISHKIN
TRAITOR?
BORIS GRISHENKO GENERAL ARKADY OURUMOV
Grishenko is a brilliant Russian
computer programmer at the
Severnaya base who secretly
works for the Janus
Syndicate. Boris alone knows
the secret codes and proto-
cols for operating the
GoldenEye satellite to make
Janus's dream of revenge
become a dark reality.
Although he looks like a harm-
less computer hacker, Boris
may be the most dangerous
man in the world.
Formerly the head of the
Soviet Space Weapons
Division and currently a mem-
ber of the Russian Politburo,
General Ourumov is playing a
dangerous game of treachery.
Now that he has delivered the
GoldenEye satellite into the
hands of Janus, Ourumov will
be a hunted man in Russia— if
anyone discovers that he was
responsible. He intends to see
that no one does.
XENIA ONATOPP
SUPERIOR
Beautiful and sadistic, Xenia Onatopp once flew
fighters for the Soviet airforce. Now she gets her
thrills by squeezing the life from her lovers, who will-
ingly misinterpret it when she says, "I only have
thighs for you." Xenia's bold theft of the experimental
Pirate helicopter from the frigate La Fayette made
possible the entire GoldenEye scheme. She may be
the most dangerous Janus operative.
^ % )
ENEMY
JANUS
THE SYNDICATE
The Janus Syndicate operates
around the world at the command
of one man who is also known as
Janus. No one knows his true
identity, but it is rumored that he
is a Lienz Cossack and a Russian
traitor. The Syndicate employs
double agents in high government
positions and other people
required to execute their nefari-
ous schemes.
GoldenEye
THE MISSION FILES
■ MISSION 1
- DATA V
The operatives at Nintendo have compiled briefings for on each mission.
These classified files have been designed to give you all the information
needed to complete the three agent levels. It is recommended that you
familiarize yourself with the types of intelligence provided.
FILE THIS INFORMATION
MISSION OBJECTIVES
® provides tips and
/ ^ advice for the use of
/ / specialized devices
and weapons provided
by Q Branch for use in
the field. Although much of what he
tells you may seem immaterial, it is
recommended that you pay close
attention. Q Branch, perhaps unre-
alistically . expects all items to b e
returned in perfect working order
At the begin-
ning of each
mission stage,
M gives you a
briefing to fill
you in on mission objectives
and background. It is vital
that you understand what is
expected of you in the field.
The failure to complete any
mission objective will lead
to failure of the mission
itself.
Each mission objective has been listed
under the skill level where you first
encounter it. For example, at Agent level
in the Dam stage, the first and only mis-
sion objective is to "Bungee jump from
the platform." Although it appears on
red, the Bungee mission objective is
required to c omplet e Secre t Agent a nd
00 Agent levels as well. The mission
Medium
objective numbers correspond to the
Difficult
numbered tips and tactics that appear
elsewhere in the file pages.
OBJECTIVES
LEVEL TIPS
Although some of the objec-
tives don't change on higher
agent levels, they may be
harder to carry out since ene-
mies get smarter and more
numerous at Secret Agent
and 00 Agent levels. Look to
these numbered entries to
find out how to complete the
specific objective at each
agent level.
Look to these blocks of
information for tips on hoL
to defeat enemies, find
items and make your way
through specific areas of
each stage or part of a
mission.
KEY POINTS
In these areas, you'll find
information on key points that
aren't covered under mission
objectives or stage tips.
Sometimes you'll find a listing
of several key points, and in
other cases you may find
more detailed information
about one key point.
These tips are for specific
areas of a stage. The arrows
point to the spots where you
use the tips. Tips may be
about enemies, items, traps,
or any important points.
ENEMIES
ITEMS
Enemies are shown as red dots on the
maps. Most of them are on patrol so
they may not appear exactly where
their dots are on the map. You should
find them in the general area.
Items and special
weapons have been called
out on the map where you
can find them. If an item
such as Body Armor
appears in the game at a
particular point, then an
arrow indicates the exact
location on the map. If an
item is taken from a
defeated enemy, then the
call-out line connects to
the dot that indicates the
particular enemy that car-
ries that item or weapon.
Agent
Door or Gate
Stairway-
Drone Gun
Nintendo Player's Guide
Body Armor
Agent &
Secret Agent
Body Armor
All levels
The following files are cleared for your eyes only. Inside, you’ll find
classified documents and information collected fey operatives
around the world to help in your current mission. You will find
detailed maps of critical mission arenas, briefings from your supe-
riors regarding mission objectives, data on the latest devices, and
up-to-date intelligence on enemy tactics. Use these files wisely.
Good, luck— M
GoldenEye
Mission. Files
Mission
. i !
Arkangelsk ^
/,* l 'V
' / / I I I V ' '
~w' V: !
Parti
A remote, mountainous region of the Soviet Union holds a deadly secret-
a chemical warfare facility. Access to the complex is through a dam and
requires a risky bungee dive from the middle of the span. Before you reach
the jumping-off point, you'll encounter alarm systems and armed guards
on patrol. A lone agent should be able to find enough cover to stay alive.
BRIEFING
The nerve gas from the secret
facility at Byelomorye dam
has turned up in the hands of
hostile regimes and terror-
ists. The facility is well-
defended, hut one or two
agents might get inside.
Q suggests that you use a
bungee rope to jump down
the face of the dam to reach
the facility. Your secondary
objective is to tap into their
communications link with a
covert modem and return
with a backup of their data
Inside the facility you’ll meet
with an operative, then link
up with 006 and destroy the
chemicals. Do try to be on
time, 007.
Dam Security Area
The pill box in the second area
outside the dam contains two
sharpshooters. While still inside
the tunnel, use the sniper rifle to
pick them off from a distance.
Security gates sepa-
rate the two staging
areas outside the dam
complex. The doors
are activated by pan-
els set to the right.
Follow the truck into
the next area.
Nintendo Player's Guide
DAM OBJECTIVES
Agent Secret Agent 00 Agent
§L Neutralize All Alarms
► _ _
2 Install Covert Modem
3 Intercept Data Backup (Page 21)
4 Bungee Jump from the Platform (Page 20)
Of NEUTRALIZE ALL ALARMS
Alarms are located in the guard house outside the dam and in the guard
towers on the dam itself. If you fail to destroy each of these alarms, someone
will alert security and your mission will be doomed to failure. Shoot the
alarms to silence them. In the case of the guard house shown on the map below, you
must make sure that you destroy the alarm before a guard reaches it.
Take It Easy, 007
On Agent level, you'll find Body Armor
on the top floor of the second guard
tower, just beyond the tunnel. But don't
expect to find this helpful item when
you're going through the dam as a Secret
Agent or 00 Agent. Even with the Body
Armor, you're not invincible.
Destroy the alarms by
shooting the red bell. Use
the crosshair to aim at
the alarm and reduce
wasted shots.
ft □ INSTALL COVERT MODEM
H In order to intercept communications from the
» ■ facility, you must install the covert modem.
W m. Select the modem from your inventory, aim at I
the communications panel on the outside of the guard
house, and. use the Z Button to attach the modem.
When you don't have the key I
to a lock, sometimes you can |
open it with a well-placed
round from your gun. Don't
worry about making noise.
#1
Take the Plunge
By far the toughest part of this
assignment on QO Agent level is the
interior of the-: dam as you work
your way. toward the secret ops
room. In^he narrow cdrridor, you
are an easy target for the sharp-
shooting g'fiards. The beiji: strategy
is to takeiadvanta'ge of angled areas
where you ' can sidestep into the
corridor, pop off a, few shots, then
step back to safety.
Top of the Dam
FROM PAGE 19
Body Armor
□ bungee jump from the platform
Surprisingly, the actual jump off the dam is easy. You simply step onto the platform
and move to the open edge. Getting there is tougher. Each of the towers along the
dam holds an armed guard. Use the sniper rifle to take them out at a distance.
On 00 Agent level, you'll have to go to the ops room before returning to the top of
the dam to jump.
After removing the guard from his
post, enter the door at the base
of the guard tower to find the
alarm inside. You'll find it mounted
on the wall. Save your rifle ammo
for the corridor below.
Inside the Dam
\
Use the sniper rifle to pick off the guard
in the first tower. Since the guards
won't see you until you're close by, you
can close in until you have an excellent
view through the zoom lens.
At the 00 Agent level, the 21 guards
inside the dam won't take long to
notice you and start shooting. Use
the sidestep move to stay in cover
as often as possible, but don't
crouch behind the wooden boxes. If
you use stairway A, be prepared to
meet guards from both directions.
20
Nintendo Player's Guide
Weapons Underground
Your choice of weapon in the crowded corridor of the
dam's interior may make or break this mission. You'll get
the greatest advantage from the sniper rifle. Not only can
you zoom in, hitting your targets before they even know
you're there, but the bullets have effective penetration.
When you reach the ops room, switch to the KF7 for all
of the close range work.
& 0 INTERCEPT THE DATA BACKUP
■K Intercepting the data in the secret ops room in the dam is simply a
m ■ matter of reaching the mainframe computer and waiting about seven
] % seconds for the data to download. Cleaning put the guards along the
way isn't quite so easy. Make sure that you pick up every piece of ammo
along the way. You'll need all the rounds you can get.
(^BRANCH
Try to pay attention. 007.
The covert modem attaches
to the communications
panel outside the guard-
house before you reach the
dam. But to download the
backup data, you’ll have to
go inside the dam to the
secret ops room and acti-
vate the backup sequence.
The modem must be placed
on the panel not bn the
wall or anywhere else. Try
not to muck it up.
The guards in the corridor often wait behind angles in
the walls. When you see a slight bend or a widening of
the corridor ahead, turn sideways and use the left or
right C Button to sidestep. In this way, you'll pop out
facing the enemy and be able to blast them before
they can respond.
GoldenEye
Mission
Part 2
FACILITY
^ Arkangelsk . ^
z
V * | * O
The chemical weapons plant is one of the deadliest spots on earth. Not
only does the facility store lethal gases, it is also guarded by a crack squad
of soldiers with orders to shoot intruders on sight. To make things even
worse, many areas of the facility are sealed off and locked by security sys-
tems. In some areas, you'll have to watch out for tanks of poisonous gas.
BRIEFING
This is the critical part of the
mission. 007. Once you’re
inside the chemical weapon
facility you’ll have to make
your way to the bottling room
where the storage tanks of
lethal gas are kept. We have
had an operative in position
in the plant for several
months— a Dr. Doak You may
be able to receive a door
decoder from him if you find
him in the lab area If you can,
try to prevent injury to the
scientists and technicians. In
any event, you are to rendez-
vous with 006 to complete the
mission He should be in posi-
tion by the time you arrive.
Unlocking the Way
the luxury of the
attack dur-
in. Instead,
iced PP7 to
to get
rity room,
e main lab
second secu-
d up to the sec-
ond floor lab and from there go to the
bottling room.
Ceiling Air Vent Shaft
mss:
0
o
e
0
•
The hidden guards in the stalls could
relieve you of your life. They won't
start shooting until you open the door
or make a racket. Use the silenced PP7.
You can eliminate one guard while
you're still in the air vent.
After leaving the restroom, you'll run
into two guards on patrol at the bot-
tom of the stairs. While still on the
second floor, you can crouch and shoot
the guards as they walk below you. If
you go downstairs to meet them, you
could be caught in a cross fire. You may
find another guard behind you when
you exit the restroom.
Nintendo Player's Guide
FACILITY OBJECTIVES
Agent Secret Agent 00 Agent
1 Gain Entry to the Laboratory Area (Page 24)
3 Contact the Double Agent
3 Rendezvous with 006 (Page 25)
4 Destroy the Tanks in the Bottling Room (Page 25)
5 Minimize Scientist Casualties (Page 24)
00,0
H
After dispatching all the patrolling guards, lure the three
sentries in the security room outside so you don't inad-
vertently blow up the computer console that operates
the security door. Use the KF7 to finish them off quickly.
Don't worry about the noise.
linn p
□ contact the double agent
In Secret Agent and 00 Agent level missions, you must meet up with Dr.
Doak, either in the second floor lab area or in the room indicated on the
map here. Doak is the only scientist who I
will talk to you. Once you find him, he'll
hand over the Door Decoder, a device I
that will unlock the bottling room door.
■ Key Card B
This guard carries the Key Card
that unlocks the door across
the hall from the stairway.
Body Armor
Pick up this Body Armor in the
Agent and Secret Agent levels.
You may need it in the locker
room just ahead, or when trying
to get into the security room
before the labs. It doesn't
appear in the 00 Agent level.
GoldenEye
Key Card A
After defeating the guards in the hall-
way, you must face four guards inside
the security room. Draw them out of
the room by giving them a brief glimpse
of you, then back off into the hallway
and turn the corner. From there, you
can pick them off one by one when
they come into view.
H This console operates the
security door leading to the
Barrel Room.
Barrel Room
& Q GAIN ENTRY TO THE
II LABORATORY AREA
a • Once you pass the door into the lab area, you'll complete
■* the first mission objective. The most difficult part is getting
into the security room to trigger the door. It is filled with guards, and
on the 00 Agent level, the guards don't miss. The caption above
explains the best strategy for clearing the room. Once it's clear, head
to the left console to open the door to the labs.
If you go in the Barrel Room,
you'll find white barrels full of
chemicals and guards on the
upper platforms. Don't shoot
the barrels or you'll be trapped!
Nintendo Player's Guide
& B RENDEZVOUS WITH 006
mk Alec Trevelyan, agent 006, has arrived in the bottling room ahead
m\ of you. Go about your business setting the remote mines on the
m % tall tanks, but be sure to talk to 006 before detonating the mines.
By talking to Trevelyan, you fulfill the third mission objective.
□ DESTROY THE TANKS IN
THE BOTTLING ROOM
4
m » One mine must blow up at least two tanks. Place each mine on a tank so that ■
it faces the tank in the other row. You can also use just three mines, placing a I
mine at each intersection of four tanks. Use your gun if you run out of mines.
Labs and Bottling Room
Trevelyan: Half of everything is luck
>
4
*5
»»
33
Ofto
ffl 3
H*
91
X
GoldenEye
Mission
& E3 DESTROY THE MISSILE BATTERY
The third objective in the Secret Agent level is to i
take out the missile battery. You can do this using
f .. . the tank or the timed mines. The tank is your best
bet. Aim a bit low, at the roof of the missile tower, rather
than at the battery itself.
& □ ESCAPE IN THE PLANE
M This objective ends mission one, no matter which
t\ game level you are playing. When you reach the
§ % plane, go up to the door and push the B Button.
You'll climb in automatically and fly away.
BRIEFING
I won’t lie to you— getting
out of the chemical weapon
complex could be dicey. Our
intelligence indicates that
a single engine plane is
always kept on hand but
that the ignition key is kept
under guard in a bunker at
the end of the airstrip.
Recent satellite photos have
revealed a Soviet tank
parked near the loading
dock. Use it to destroy the
three gun emplacements
and the missile battery so
you don’t get shot down. If
you manage that, you should
be able to make one of your
typically death-defying
escapes and be back in
London in time for tea.
^ Arkangelsk l
V- — ■■
V- I * V
y ' I I I I ' X v
Only one escape route from the chemical warfare facility offers any hope
for success: the runway. But even this utilitarian airfield is being heavily
defended. In addition to armed guards on patrol, you'll face a rain of fire
from three gun emplacements and a missile battery. Fortunately, you'll find
plenty of ordnance to help you fight back, like a well-armed Soviet tank.
Preflight Check
Drive the tank on the right side of the runway and hit the guard, then angle to the left
and target the guards on that side, /p you approach the first gun emplacement, switch
to the tank's main gun. Pivot and blast the missile battery, then head down the left side
to take out the two remaining guns. -,p
□ FIND THE PLANE IGNITION KEY
Outside the facility, to the left, is the bunker con- i
taining the plane key. Grab the grenades outside the
bunker, go inside, and lob a grenade into the alcove
containing the guards. The plane key, slightly singed, will be
yours for the taking.
□ destroy the heavy gun
EMPLACEMENTS
One well-aimed shell from the tank's
main gun will destroy a gun emplace-
ment. Stay on the left side of the runway so that
just one gun can be aimed at you and blast the
guns on the left side as you approach them. Finally,
pivot and shell the final gun position.
Nintendo Player's Guide
RUNWAY OBJECTIVES
Agent Secret Agent 00 Agent
1 Find the Plane Ignition Key
3 Destroy the Heavy Gun Emplacements
3 Destroy the Missile Battery
4 Escape in the Plane
Exit
Service Runway
Don't stand around by the
plane. If enemy fire hits
the plane several times, it
will blow up just like
crates or other objects in
the game. Keep moving.
You can use your own weapons, like the KF7, or the gun turret on the
tank. When you first drive on the tarmac, use the sights on the KF7
to drop the guards, then switch to the tank gun in order to
destroy the emplacements. Minimize the angle of fire from
the heavy guns by staying on the left side of the runway
while pivoting to shoot the missile battery and single gun
emplacement on the right side.
■ Grenades
GoldenEye
Mission
Severnaya
~ Th‘e -abandoned observatory is more active than ever. Troops patrol the sur-
face, while programmers work below. -The plans tajbe underground bunker
are hidden in a safe in one of the cabins, but the slffe key is locked away
elsewhere. And if findiftglhe keys weren't enough of a problem, there are
snipers who'll see that you make it only six feet under the surface.
Secret Agent
Put Them on Ice
The cabins are perfect places
to hide from bullets. You can
also lure troopers inside to
meet their doom, or you can
fight from the doorway, side-
stepping behind the cabin
walls for safety. The buildings
also house enemies, so try
launching a grenade into a full
house to wipe it out.
BRIEFING
Your preference may not he
“on the rocks,” hut, never-
theless, I’m sending you to
icy Siberia to investigate
the old observatory. Our spy
satellite indicates a suspi-
ciously high amount of
activity going on at the
snowbound complex. And
speaking of the cold, it
seems that General
Ourumov is now the head of
the Soviet space weapons
division. None of this info
sits too well with us, 007.
Ourumov’s probably operat-
ing in the underground
bunker, So find the build-
ing’s plans and power down
the satellite dish to sever
the bunker’s communica-
tion from the rest of Russia.
Licensed to Snipe
Though the enemies are few and far between, they can do plenty of damage before
you even catch sight of them. Armed with’ sniper rifles, they can target you far across
the tundra. Fight fire with fire by keeping your sniper rifle handy. There aren't many
places where you can seek shelter from potshots while on the surface, so be aware of
your surroundings and frequently survey the area through your sniperscope.
From the main walkway, peer over the
snowbank and take aim at the oil drums in
front of the cabin. If you blast them, they'll
ignite an explosion that will take out both
guards stationed at the entrance.
Hut Door Key
Nintendo Player's Guide
'W-- SORRfl^rtfB JECTIVES
Agent Secret Agent 00 Agent
1 Power Down the Communications Dish (Page 30 )
2 Obtain the Safe Key
3 Steal the Building Plans (Page 3i)
4 Enter the Base Via the Ventilation Tower (Page 30 )
For a view to a kill, climb the watchtower and arm your
sniper rifle, then aim toward the main road until you spy
the unsuspecting guard who patrols the walkway. Fire
carefully, because if you miss, he'll come running your
way with reinforcements.
Start
- Safe Key
0 OBTAIN THE SAFE KEY
To explore the bunker for Part 2 of your mission,
you must first steal the building plans, which are
locked in a safe. The key to the safe is locked inside
the hut, and two soldiers guard the hut door key. Rather
than walking into their cabin straight into danger, fire at
them through the windows.
m
You can get a good glimpse of the surface from the top of the
old observatory, but don't stay too long-snipers can easily
spot you when you're perched atop the tower. The troopers
can also easily trap you there, since there's only one staircase.
TO PAGE 31
09
® u
<*
CD a
4“
00
W •»
GoldenEye
Heads Up
If you'd rather speed through the mission than hunt
down all of the snipers, idon't bother venturing to
the helipad or the pair of cabin&aMhe bottom of
the map, sinc,e. neither place ' is crucial to getting
into the bunker, just be siite to keep an eye out for
soldiers, because they m%y catch you off guard
while you're busy with your objectives.
If you try to open the bunker door by the helipad, your
attempt will alert an endless mob of the observatory's
special military forces. Besides, guests should never walk
through the front door uninvited, so mind your p's and Q's
advice— enter the bunker through the ventilation tower.
□ POWER DOWN THE
COMMUNICATIONS DISH
ft
■ * Your covert operation won't be so covert if the troops can use their communications
M *■ dish to warn others of MI6 activity. Sever their links to the outside by entering the
tower and following the stairs to the second door — inside you'll find the mainframe, which
you can power down by hitting the B Button. Do not destroy the computer.
□ enter base via
VENTILATION TOWER
Infiltrate the bunker through the ventilation tower
rather than trying to go in through the door by the
helipad. The entrance grate to the ducts is on
top of the tower, but padlocks secure it in
place. One hit from your KF7 can blow out a
lock — just be sure to be on the lookout for
snipers since the four padlocks may keep you
distracted for a while.
BRANCH
L !
No gadgets, just your PP7 and a sniper rifle for you this time, 007.
And that doesn’t mean that bullets will solve all your problems. If
you shoot the computer in the communications tower, it will auto-
matically engage its emergency power, and you won’t be able to shut
it off. So try to be a little less than your usual trigger-happy self, 007.
Nintendo Player's Guide
GoldenEye
BRIEFING
Something’s amiss at the old
observatory in Severnaya.
Skilled personnel have relo-
cated to the facility, large
shipments of computer
hardware have arrived
there, and the area has
recently been excavated— all
quite peculiar for an outdat-
ed bunker in the middle of
Siberia, wouldn’t you say,
007? Clear up this matter
for us by penetrating the
installation. I realize you
fancy yourself as debonair
and photogenic, but try to
avoid the cameras. If the
surveillance equipment
detects your presence, the
entire secret mission will
be jeopardized.
Silence Is Golden
Before entering the second half of the .bunker where the main video screen is,
stick with using your trusty silenced PP7. If you use the KF7, you'll blow your
cover and end up fighting more guards than you'd like to deal with at one time.
To avoid getting attacked from behind,-, make your way to the top of the map
before heading for Camera 2.
Soldiers Galore
If a guard triggers an alarm, or if you're spotted by
j the surveillance cameras, the rush of attacking
soldiers — like diamonds — will be forever. When
you start your mission, you'll be facing a door.
Once you open it, the guard on the left will try to
trip the alarm in the room's back left corner while
another guard will blast you. Put an end to them
both by blowing up the computer.
Secret Agent
□ disrupt all surveillance
EQUIPMENT
1
J / 1 i As soon as the surveillance cameras catch you, endless troops of soldiers will
zero in on you. To remain inconspicuous, use your silenced PP7 to shoot out
the cameras. For Camera 1, shoot from the window of the first room's door. Blast
Camera 2 from around the corner of the hall. Crouch by the door across from the com-
puter room and shoot through the window to take out Camera 3. For Camera 4, fire
at it before ascending the stairs.
Shoot out all cameras, but avoid step-
ping in front of them or a battalion of
infinite soldiers will close in on you.
-- -• V/
Mission
2 1
^ Severnaya ^
V — -■ c
V ' I *v
Folir-eafneras keep watch over the old bunker in Severnaya. A single mis-"
step in front of one will send infinite troops headed your way. Plan your
moves accordingly to shoot out the" cameras beforefhey spy you, but
avoid going on a shooting spree. The mainframe inside the computer room
must remain intact or you'll be unable to downiotreOTrPaata.
Nintendo Player's Guide
BUNKER OBJECTIVES
Agent Secret Agent 00 Agent
1 Disrupt All Surveillance Equipment
2 Copy the GoldenEye Key, Leave the Original (Page 34)
3 Get Personnel to Activate the Computer (Page 35)
4 Download Data from the Computer
5 Photograph the Main Video Screen (Page 35)
Camera 1-
□3
j& □ DOWNLOAD DATA
FROM THE COMPUTER
Jr » The computer room where the bunker's mainframe sits is
" *• closely guarded by three soldiers. The computer contains cru-
cial data needed by MI6, so try not to let any stray bullets destroy the
terminal. If you stand at the door, you should be able to shoot at least
two guards through its window. With the room secured, you can safe-
ly lead Boris Grishenko inside, where he can hack into the system.
Once he gains access, use Q's Datathief to download the information.
Alarm
r*
One guard will attempt to set
off the alarm, while the other
will try to shoot you. If you're
not much of a sharpshooter,
aim for the computer— if you
overload its circuits with your
bullets, it will explode, taking
out the guards and the alarm.
-Body Armor
a — 1 ^ Camera 2
■ Camera 3
Security Key Card
Computer Room Key Card
In espionage, stealth is the key,
so avoid carelessly rushing into
rooms or you'll walk into
enemy fire. To enter the com-
puter room, spy through the
door's window to take aim at
the guards.
GoldenEye
Bunker
Body Armor -
GoldenEye Key _
The Key to the Mission
From the hall, peer through the doorway and shoot the
soldier who stands or^ihe platform by the Camera 4.
Quickly retreat back i nfo t he hall to take out the counterat-
tacking soldiers who wffl close in in you. Once the coast is
clear, shoot out the camfera y 4 hen pursue Boris before he
heads for the exit.
Camera 4 will spot you if you try
to shoot it from atop its nearby
staircase. Remain undetected
by taking aim from across the
room.
■«E=I
tuft
( »|m
□
• □
□
□ COPY THE GOLDENEYE KEY
AND LEAVE THE ORIGINAL
ft
m m Fearing for his safety, computer programmer Boris leaves the
■* *• GoldenEye Key behind at his workstation. You'll need the key,
but only to make a copy of it. Grab it, then activate your Key Analyzer.
Once it creates a duplicate, toss the original GoldenEye Key aside by
hitting the Z Button.
t*=ir
FROM PAGE 33
- Security Door
-Alarm
Shoot out Camera 4 so troops won't
flood in through the exit. Normally,
two soldiers guard the Exit, which has
an alarm to the left of the door. After
blasting the camera, head to the exit
and blow away the guards before they
have a chance to trip the alarm to call
for reinforcements.
Nintendo Player's Guide
□
PHOTOGRAPH THE MAIN
VIDEO SCREEN
ft
m » The bunker's personnel have been tracking their operations on the
main video screen where their GoldenEye activities are mapped out.
MI6 needs to know of all the remote locations, so preserve the map on film
with your Microcamera. When taking your snapshot, be sure you're standing
far enough away so that you can get the entire screen in your picture.
□ GET PERSONNEL
H TO ACTIVATE
f\ THE COMPUTER
Before you can download the data from the
computer, you must first get Boris to activate the
computer. He's not as invincible as he thinks he is, so
clear the bunker of soldiers or he may take a bullet in
one of your gunfights. Once you've secured the area,
confront Boris and make him lead you to the com-
puter room. The weaselly programmer will try his
best to elude you, but if you manage to reach the
computer room with him, he'll access the bunker
mainframe for you. Boris isn't to be trusted, however,
and his log-in will alert a task force to your where-
abouts. These men in black are highly-trained and
strongly-armored sharpshooters, so arm a rapid-fire
weapon immediately after downloading the data.
BRANCH
rkuow you'ro not, much of a shuhturhug.
007. bnl, I'vo given you a iyi inrobainor'a, to
photograph the bunk or ’a main video
sorhon. I trust that tjTobamora won't, bo
too difficult to figure out- just point and
shoot. It’s pot terribly different, front
what .you're used to dot ng. T, also k now
that you're not, used to hacking, so I’ve
given you I, ho Datathiof. Simply attach
it. tut. ho hvnfKor';: .mainframe- • if will
automation,! ly decode arid download the
necessary in format, ion.
9* *-
hhhi • ^
e
' - -v
wm
Keep your eye on Boris as he leads you to the
computer room. If you turn your back, he'll try
to elude you and escape through the exit.
co
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Protect Boris from gunfire until he activates
the computer for you. If he gets shot, you won't
be able to download data from the mainframe.
GoldenEye
MISSION 8
Mission
Kirghizstan
Parti
* LAUNCH SILO #4
Housed inside the- five-story missile complex are four fuel rooms where
scientists monitoranct control their satellites' activities. Practice caution
around the IrirjntiRtiQ tin urti as the armed guards — the labcoats will com-
ply with you most of the time, but if they get caught in your cross fire or
feel threatened to defend themselves, they may draw their guns on you.
Exit
4th Floor
Start
Countd
While the Agent Level of operation
plete their missions in under seven
less than eight and a half minutes,
ing any computers that may be nearby
to oo
constraints, Secret Agents must com-
iutes, and 00 Agents must finish in
efficiently take out soldiers by blast-
don't hurt the scientists.
BRIEFING
MI6 has received reports of
unscheduled test firings
from the Kirghizstani mis-
sile silo. Infiltrate the base,
007, and find out what
exactly is being launched.
Intelligence reports lead us
to believe that the recent
activity may be a front to
launch the GoldenEye
weapons satellites into
orbit. If our suspicions are
correct, we need to have you
bring us back a photo of the
satellite and the DAT of its
telemetric data. The silo
poses a potential threat to
international security, so
sabotage the operation
by stealing the control
circuitry and destroying
the complex.
Nintendo Player's Guide
Time is of the essence, and
one wrong turn can cost you
the mission. Always turn
right after exiting a fuel
room. The only exception is
the left turn you must make
on the fifth floor.
Start
GoldenEye
SILO OBJECTIVES
Agent Secret Agent 00 Agent
1 Plant Bombs in tbe Fuel Rooms (Page 391
2 Photograph the Satellite (Page 39) r
3 Obtain Telemetric Data (Page 38)
4 Retrieve the Satellite Circuitry (Page 38)
5 Minimize Scientist Casualties (Page 38)
Soldiers are ready to greet you with gunfire,
and your rifle will no doubt attract more
troops. Catch them off guard by blasting the
drums at the top of the stairs to send a chain
reaction explosion barreling down the hall.
□ CPU Circuit Board
□ I/O Circuit Board
0 RSP Circuit Board
A Key Card will unlock the
door to the next level of the
high security silo. Only the sci-
entists have access, so con-
front them for their Key Cards.
mission- 3
Kirghiz stan
FI Telemetry Data DAT
□ OBTAIN TELEMETRIC DATA
The scientists have been monitoring the launches of their
satellites and collecting the crucial telemetry data on
to a DAT. If you
approach the scientist
stationed to the right of
the entrance, he'll toss
you the tape.
□ RETRIEVE THE
SATELLITE CIRCUITRY
To align the orbiting weapons satellites, the silo's
control circuits must be installed. Personnel have
left the various vital circuit boards lying around in the fuel
rooms. Steal the circuits to render the satellites useless. Do
it for England.
Nintendo Player's Guide
□ PHOTOGRAPH THE SATELLITE
MI6 is unsure of what the scientists have been launching from the missile
silo. The agency suspects the silo is related to GoldenEye, so clear any
doubts by snapping a photo of the satellite with your Microcamera.
□ Satellite
Body Armor
© @ Q
f Ijftjp
E
45
■
Q BRANCH
!‘0f)4se (]()h’i.(liMy dally Onyi
T'l)<: pluM.i'o <-:X()lo«iVO,‘l IVp
given you arc tinied to do to
natu in loss tlian eight amla
Tiaif mi mjt.08. Plano a charge
in each of the four ( no:)
PooniH and l>n q ulekl Your
automatically primed oxplo
sivo.'i will bringdown the
iio(ff.o. (,).u jtn literally
Exit
Q PLANT BOMBS IN THE
FUEL ROOMS
Plant your plastic explosives wisely, because
you're armed with only eight charges. The first
four rooms of the complex each has a wall marked with
a skull and crossbones. To destroy the missile silo,
place your plastic explosives on these walls.
General Ourumov and his troops are
poised to blast you with bullets. If
you're lucky enough to find a
grenade, throw it down the hall
once you open the door. Otherwise,
wait by the door to blast the sol-
diers as they enter. Ourumov will
wait at the end of the hall and will
flee from your fire as soon as he
needs to reload. In his haste to
escape, he may leave his briefcase.
This hallway is the only place
where you shouldn't turn right after
exiting a fuel room. To keep you
headed in the correct direction, the
doorway to the right is marked with
the "do not enter" symbol.
130
X
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et«
9>
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Sfl-
O h
GoldenEye
mMmm FRIGATE
BRIEFING
Janus operatives have
taken control of the French
navy frigate La Fayette and
are attempting to steal the
Pirate stealth helicopter. To
complicate matters. Janus
has taken six hostages and
is threatening to blow up
the ship if they are not
allowed to leave safely. This
is a golden opportunity to
get a lead on Janus, so the
French have agreed to let
them take the aircraft. You
are to infiltrate the ship,
disarm the bombs, place a
tracking bug on the heli-
copter and free the hostages.
I need not remind you that
the safety of the hostages
is paramount!
Walk Softly, But Carry a Big Gun
The exterior of the ship will be clear when you board, but the interior is crawling with
armed Janus operatives. Your silence d ffD 5K shouldbe your weapon of choice. Though it
has less stopping power than the Phantoms the criminals are packing, it is accurate and
I less likely to draw attention. You don't Want to get caught in crossfire in a confined space.
You'll begin and end the mission here. Head
through the hatch marked "C” on the map.
From there, you can either go forward to
the bridge or back toward the communica-
tions room. You can also go through hatch
E toward the helicopter pad.
% 0 DISARM THE BRIDGE BOMB
While disarming the bridge bomb with your electronic defuser is a snap, get-
ting to it without the hostage being shot can be dicey. Approach the bridge
through the ship's interior. There are three enemies on the bridge, and the left
hatch gives you the best line of sight on the one guarding the hostage. Take him out
first. Once the hostage is free, use the defuser on the bomb. It's attached to the main
console on the left side of the room.
S ifiSt.
x
x Tm
§f n
20 | 79
Open the hatch but don't go in. The guards
won't react at first, giving you time to aim
and fire. If you walk in, the hostage will be
shot almost immediately.
Nintendo Player's Guide
GoldenEye
Start
Exit
□
DISARM THE ENGINE
ROOM BOMB
ft
j \ I The bomb is on the engine control console on the upper catwalk. Come
in through the hatch nearest the console. Take out the two guards on the
catwalk and any others that come running. Defuse the bomb, then stand next to
the console and dispatch the guard below who's holding the hostage. You can
crouch and use the targeting cursor at the same time by holding both R and the
bottom C Button.
& O RESCUE THE HOSTAGES
■E You must save five of the six hostages to succeed on 00 Agent level. The
■ • trickiest saves are in the communication rooms on the bridge deck. It's
§ % best to approach from hatch C or E. If you come from that side, you'll have
a better view of the guards holding the hostages. Stay outside the first room until
it's clear, then step in and pivot to the right to see the next guard and his hostage.
Take a moment to aim, and be careful
that you don't shoot a hostage
yourself. Whether a hostage is shot
by you or an enemy, it will be arr
unacceptable loss.
BRANCH
This Bomb Defuser is so simple to
use, even you can operate it, 007.
Simply activate the device within
a few feet of the bombs. It will emit
a localized electromagnetic pulse
and disrupt the bombs’ primary
and backup control systems, ren-
dering them completely harmless.
As for the Tracker, you only get
the one, so do be careful how you
handle the thing.
Hear No Evil
Be very conscious of sounds around you. If you hear
the clank of a hatch br m dpn^f'See anyone, it may mean
that a guard has spotted you anfcyjg's run to alert his
comrades. If you're fight next 'to an area where a
hostage is being held, there's a slim chance the
hostage may be shot before you even enter the room.
Nintendo Player s Guide
“a® — i — 4
Bridge Deck
©
i i j
w
I
QlI
ET
Oft"
©
There's a wall of pipes separating this stor-
age room and the corridor that leads to and
from the hangar. No matter which side you
come from, you can shoot between the
pipes to tag the guards on the opposite side.
If you're in the corridor, beware of the guards
at the bottom of stairway.
Main Deck- Interior
FROM PAGE 41
•
• • •*-
1
§• •
M.
•
ID
ED
• •
Lower Deck
If you come in from the
hangar, chances are you'll
meet a lot of resistance at
stairway. Stand at the top of
the stairs and blast Janus's
men as they scramble
through the hatch below.
If you shoot at this guard from
the catwalk and miss, he'll run to
you instead of shooting his cap-
tive. If you confront him on the
lower level and miss, he'll likely
shoot the hostage before he tar-
gets you.
SURFACE
: --'vi
Mission
* 5 *-
^ Severnaya ^
x v
V* I 'V
Part 1
The layout of the Severnaya complex is unchange^.i^LgH^he buildings
are now equipped with remote cameras. A RussiaiyWiciai Forces team
has already secured the area, so expect heavy resistance. The overcast sky
will cut down on visibility, but you'll need to move rast, nevertKeless.
BRIEFING
The Pirate helicopter has
been traced back to the
Severnaya observatory com-
plex. Our spy satellite
detected a brief battle, and
now the helicopter has dis-
appeared completely. We
must find out what busi-
ness Janus had at Sever-
naya and what he might
have taken from the com-
plex. In the meantime, the
Russians have also respond-
ed to the crisis by sending a
strike force to the observa-
tory. Take care not to be cap-
tured, Bond. The Russian
military will not respond to
your “boyish charm” and
will likely put the blame for
this fiasco on a certain
British secret agent!
Stealth Op
The watchwqrds for this oper-
ation are speed, and stealth.
your
pssible.
short
, , also
avoid confrontations that way.
The Russians nave unlimited
reinforcements, and if you
stand and fight, it will be just a
matter of time before you're
worn down.
The lookout towers are good places to
take refuge if you're being surrounded,
but don't linger in this area for long. Stay
just long enough to collect some extra
ammo and then move to the shack where
the comm room key is located.
Comm Room Key
Security has been tightened, and the comm room
in the observatory is now kept locked. An officer
in this shack has the key. Follow the edge of the
forest to avoid troops on the road. Stand back
from the building and shoot the camera near the
door before you charge in. If you don't, you'll
probably be picked up when you open the door.
Body Armor
Nintendo Player's Guide
SURFACE OBJECTIVES
Agent Secret Agent
00 Agent
1 Disrupt All Surveillance EquipmentflPSJfc and 47)
2 Break the Communications
Link to the Bunker (Page 46) N^Pljpi
3 Disable Spetznaz Support Aircraft (Page 46) !■'
4 Gain Entry to the Bunker (Page 47)^^gfl
BRANCH
I'm afraid the silencer for your PP7 and
the remote mine are all the support equip-
ment you’ll receive for this mission.. 007.
Just toss the mine onto the helicopter to
activate the ten-second fuse. If you miss
the target, the mine will deactivate.
II DISRUPT ALL
SURVEILLANCE
EQUIPMENT
There are four surveillance cameras that must be
destroyed. One is on the same shack that the comm
room key is in, one is above the catwalk beneath the
satellite dish (look up as you turn the corner to go
toward the comm
room) and two are
on buildings at the
southern end of the
complex. Try to hit
them from far away or
approach them
from behind.
Hound MI-4 destroyed.
GoldenEye
Surface
Live on .the Edge
After you retrieve the comm room key, head t’o'the observatory (security patrols will be heav-
iest near there) and then to the shacks oi/the'sou^ieast perimeter. Hug the edge of the map
whenever possible. You'll be safe from ambush, from one side, at least.
□ break the communications
LINK TO THE BUNKER
ft
m ■ On your last visit to Severnaya, you simply had
to turn off the comm link. This time, you must
destroy it. If you fiddle with the console at all, a
technician will come on line and spot you. He'll
alert the Special Forces, and you'll fail the mission.
Communications link damaged.
■/
Shoot the screen and the two hard drives.
You'll first receive a message saying that
the link is damaged. Keep at it until you
receive a message saying that the link is
destroyed. Beware of guards at both doors!
E DISABLE SPETZNAZ
SUPPORT AIRCRAFT
1 i This should be your second-to-last task. Without the helicopter, the
Spetznaz won't be able to take any evidence away from the site.
Plant the mine and then take shelter away from the blast. Be sure that you
receive the message saying that the objective has been completed before
you enter the bunker to end the mission. It sometimes takes a few seconds
after the blast for the message to appear.
If you think the ventilation tower is your
ticket into the bunker, think again. After
your last mission, security had the grate
welded shut. Not even a mine or a
grenade can blow it open now. You'll
have to try something unorthodox, like
using the front door.
Expect trouble here for sure. A squad of
crack Spetznaz troops is using this
shack as a bunkhouse. Even if you don't
set off the security alarms, they'll
come pouring out at the slightest noise.
Double Klobbs will help you deal with
this threat, especially the blue-suited
Special Forces officers. They’re wear-
ing Body Armor and can take a lot more
punishment than regular troops.
Nintendo Player's Guide
FROM PAGE 45
□ DISRUPT ALL
SURVEILLANCE
EQUIPMENT
The surveillance camera in the observatory is the one most often
missed. To avoid being seen around the easternmost shacks,
approach the camera from the north and fire through the chain-
link fence. To take out the camera at the bunkhouse, come
around the north and west sides of the building. Even when the
cameras are gone, security patrols will still track you.
%
M
8
<
8
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U
01
W
V
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jil
H
□ GAIN ENTRY TO THE BUNKER
ft
■■ As stated before, you should blow up the helicopter just before you enter
■ m the bunker to end the mission. The covered entryway is actually a good
-» «• place to take shelter while
you wait for the mine to blow. It's far
enough back to avoid the concussion
from the explosion, and enemies must
jump around to your front before they
can fire at you. Be sure to clear out all
enemies before you turn around to
enter the bunker. You'll then be cap-
tured automatically.
GoldenEye
MISSION 8
BUNKER
■Part 2
V BRIEFING
This situation is a disgrace,
007— to you, to me and to
MI6! I was actually "begin-
ning to think you might he
worth keeping on in the
Service. As it is, you’ll he
lucky to get out of
Severnaya alive, much less
remain in Her Majesty’s
employ. If you do manage to
escape, you must erase all
record of your presence in
Severnaya and bring hack
any information available
on GoldenEye. In addition,
we still have not deter-
mined who the “inside”
operative at Severnaya is,
so it is imperative you find
the staff and casualty lists
and bring any witnesses
out with you.
Mission
5 1
■» ^
Severnaya ^
Most of the Bunker's security cameras are located^SB^e^a-jn (upper)
level. The primary security force is large, but, norma p i m (s not unlimited.
However, if you're picked up on the security cam^f' and the alarm
sounds, unlimited reinforcements will be called in^Thes^rolue-s^ited sol-
diers are much tougher than the usual troops, and they will fintfyou.
COMPARE STAFF/
CASUALTY LISTS
The casualty list is usually found
■ here, carried by one of the guards. If
that particular guard moves, however, you
must look for him. All the guards in the
Bunker seem especially good at homing in on
your current or last known location.
Pace Yourself
If you sign on as a Secret
Agent or 00 Agent, charg-
ing around will only get
you an early funeral.
Proceed slowly and look
for places '-that afe easily
defended, I ike' small rooms
or amoves. If lots b>f guards
are chasing you, retreat to
one of those- places until
things die down. You can
also lure guards to those
places and ambush them.
Body Armor
Novice agents will appreciate the
Body Armor, but the room is heavi-
ly defended. Keep moving and duck
in and out of the alcoves to dodge
enemy fire. Another strategy is to
draw troops out of the room a lit-
tle at a time. Stand in front of the
door and fire through it or open and
close it quickly, then retreat to a
more defensible position.
□ RECOVER THE GOLDENEYE
OPERATIONS MANUAL
ft
M wa The GoldenEye Manual is tucked
away in this safe, but you'll need two
keys to open it. You'll find Safe Key 1 in this
room. The other key, Safe Key 2, is in the
computer room on the main level. The guard
at the back of the room, just opposite the
door, usually carries it. Stand at the door and
target him through the left-hand window.
Nintendo Player's Guide
BUNKER OBJECTIVES
Agent Secret Agent 00 Age
1 Compare Staff /Casualty Lists
2 Recover the CCTV tape (Page 50)
3 Disable All Security Cameras (Page 50)
4 Recover the GoldenEye Operations Manual
5 ■Rsna.-nft with l\Ta.t,a.1va. flli
Silenced PP7 (2)
Safe Key 1
TO PAGE 51
DM0
The door in front of this guard
is kept locked, and he holds the
only key, Key Card B. He’ll
sometimes open the door to let
other guards through, and you
can ambush him then. You can
also draw him out by making a
disturbance or ambushing
guards down the hall.
Cell Key 2
Use your Watch Magnet to grab Cell
Key 2 and bring it to you. Stand right
across from the key and activate the
magnet. The guard won’t even notice.
-
J
pi
j
This camera points down the
long hall. Go through the large
room (where the casualty list
is located) and blast the cam-
era from the side, where it
can’t see you.
Cell Key 1
Once you have the key, wait until the guard is close to your cell door before you
open it. Chop him a few times to defeat him. If you crouch, he’ll have a harder
time shooting you. You’ll receive from him Cell Key 1, which opens Natalya's cell.
GoldenEye
Battle Behind Bars
Your cell is one place that's easily
defended. The bars will protect
you from most enemy guns
(except the tflobb), but you can
fire through the bars easily. On the
main Idvel, b<Q careful of the auto-
matic . guas.in th&east wing. Come
up staiffcase A and head east. Edge
around fhg. conpe^ 1 and take out
the guns befofp they see you.
Guards will hear the explosions
and try to sneak up behind you.
0 RECOVER THE CCTV TAPE
The CCTV tape is the only hard evidence that you were ever here, but you'll have to
avoid the security cameras to get it. The camera near staircase D poses the biggest
problem. If you come up staircase B, you might have trouble hitting the camera before
it spots you, even if you use the scope-equipped
KF7 rifle. The best bet might be to come up
staircase A and approach the camera from the
side. You'll be closer, and if you crouch, it will
be harder for it to see you.
Control Room
E DISABLE ALL
SECURITY CAMERAS
/■ \\ Most of the security cameras
" are on the main level (check
the icons on the map). You can shoot
the one in the computer room
through the window in the door. To
target the camera in the room across
the hall, stand in the hall a step or two
back from the door, crouch and look
up. Once that camera is gone, enter
the room and walk to the left to the
next hallway. Open the door and take
one step through. Look straight up.
& 0 ESCAPE WITH NATALYA
■ Once Natalya is free, she'll follow you wherever
you go. Though the guards will often ignore her,
M m she'll likely be caught in the cross fire. To avoid
mishaps, don't release her until every other objective has
been completed. Take her to the main control room near the
exit. She'll discover that the GoldenEye is aimed directly at
Severnaya! You'll then have one minute to escape.
BRANCH
After Natalya discovers that Severnaya is about to be destroyed,
most of the guards will ignore you and flee. If there are any near the
exit, however, they may give you a hard time about leaving the party.
Your standard- issue watch is equipped with a
high-powered electromagnet. It fires a tightly
focused magnetic beam with an effective range
of up to several meters. It should be more than
enough to attract a
small metal object.
such as a key. and
bring it to you. As r ,
for attracting other y
things, I'm sure you
can manage that ^
well enough on ^
your own. • — — ■ —
Nintendo Player's Guide
m
You can shoot through the
window in the door to destroy
the camera. If you're having
trouble, you can open the
door, but shoot quickly before
the camera spots you.
Safe Key 2
Even if you stir up a lot of
trouble nearby, this guard
tends to remain at his post.
The Safe Key 2 he's carrying
will open the safe located
on the Prison Level. The safe
contains theGoldenEye
Operations Manual.
If you step into full view, the automatic
guns will target you easily. Edge around
corners until just the barrel or part of the
gun is visible. Use the targeting cursor to
make sure your aim is true.
BRIEFING
I dislike dealing with rogues,
but this fellow Valentin is
the only lead we have. You
might remember him from a
few years back when he was
with the KGB. More than a
few of our operatives were
ferreted out by Valentin. It’s
rather ironic that we’re
working with him instead of
against him in the post-Cold
War. But don’t think that our
former enemy is working
with us in the interests of
world peace. I believe he’s a
shrewd opportunist looking
for a way to move in on his
business competition, and he
probably thinks you’re the
best thing to come along
since glasnost.
The
Graveyard
Statue Park is St.
Petersburg's grave-
yard for^the Soviet
Union**
merits. me par&.is a
dangerous place "in
the daylight andfonly
the foolhardy and
the fearless tread
here at night. Keep
the odds in your
favor by moving
along the cover of
the broken marble.
Q CONTACT VALENTIN
A former enemy of MI6, Valentin Zukovsky became a black market trader of
arms and information when the original KGB dissolved with the Soviet
Union. Zukovsky claims to know Janus, so M has arranged a meeting
between 007 and Valentin in the hopes of find-
ing the missing Pirate Helicopter. The only thing
disturbing about the whole arrangement is that
Janus seems to be just as eager to meet with 007
as MI6 is to recover the helicopter. The whole
thing smells like a trap. You must meet Valentin
in the cargo container and hear him out.
Valentin is waiting
inside an orange
cargo container near
the middle of the
park. Don't let the
soldiers interrupt
your meeting.
Nintendo Player's Guide
GoldenEye
cr co
PARK OBJECTIVES
Agent Secret Agent 00 Agent
1 Contact Valentin
2 Confront and Unmask Janus (Page 54)
3 Locate the Pirate Helicopter (Page 54 )
4 Rescue Uatalya|Pagejg£) ...
5 Find Flight Recorder (Page 55)
BRANCH
The Janus Syndicate’s
guards carry special
automatic shotguns.
While we have more
powerful weapons in our
Q arsenal, you might he
hard pressed to find
something with more
stopping power in St
Petersburg. See if you
can bring one back.
Take Cover
After the meeting with Janus,
Statue Park will be trans-
formed into., a lethal land-
scape filled vm thelite security
teams. It ; mig|t be% walk in
the park getting toLepjn's
Statue,;: but you 5 !! Bave a
tough tirpe maintaining the
same composure on your
way back out. “Take advan-
tage of the extensive cover
throughout the level and
remember that time is of the
essence — those Janus thugs
won't dare show their faces
at the park gates.
Being arrested by
Defense Minister Dimitri
Mishkin as you're making
your escape from Statue
Park might sound like a
grim fate, but this
Russian official is your
only hope for getting out
of St. Petersburg alive.
The confrontation is a
tense standoff, so don't
blow it by firing on
Mishkin or his deputies.
The Minister is known
for his fair reputation.
He's a far cry from the
former Soviet officials in
the Politburo, so there's
a good chance he'll listen
to your case.
X
El CONFRONT AND UNMASK JANUS
Valentin's arranged meeting with Janus is a sticky and tense situation. The cunning syndicate leader
will call off the engagement if you're anything but empty-handed. He's also paranoid enough that he'll
cancel the conference i
if you attempt to walk toward
him when he's talking to you.
Keep your distance and hear
Janus out. It's impossible to
catch him, but you can use the
Statue of Lenin as cover when
he adjourns the meeting and
orders his men to finish you off.
E ] LOCATE THE PIRATE
II HELICOPTER
M m Janus landed the Pirate helicopter back at Statue Park's
main entrance prior to your meeting at the Statue of
Lenin. This is the place where you started the stage. If you paid
close attention to the landmarks on the way to the meeting with
Janus, you won't have any problems retracing your route, unless
you decide to take out the syndicate's operatives along the way.
Remember that the enemies in this stage are endless — don't
waste your time on them.
Q RESCUE NATALYA
Natalya is lying unconscious beside the Pirate
Helicopter. Directly above her head is a proximity mine
with a 1 5-second fuse.
The mine will automatically
activate no matter how you
approach the helicopter, and
you don't have a Bomb
Defuser in your inventory. The
only solution is to wake
Natalya and persuade her to
follow you away from the heli-
copter before the proximity
mine detonates. It's an easy
task unless you procrastinate.
Nintendo Player's Guide
Janus Hot Shots
00 Agent
The Janus troops will start pouring into the park after your meet-
ing with their head honcho goes sour. Since the enemies in this
stage are endless, your best strategy is to beat a hasty retreat
back up to the helicopter and Natalya, but the shotgun toting
Janus team will be waiting for you when you return to pick up
the flight recorder. These foes I
are wearing reinforced Body
Armor. Try to steal one of |
their automatic shotguns and
turn their own weapons
against them.
V
a
et
0
4
00 .
□ find the flight recorder
ft
II Built to survive the toughest crashes, the helicopter's
flight data recorder will remain intact after Janus's
• " explosives light up the night sky. The only problem is
that the force of the explosion will throw the flight recorder
down the hill and back into the park. No matter how many
times you play, you'll never find the flight recorder in the
same place twice, but the. game will warn you when you
wander too far.
GoldenEye
55
MI88I01T 6
Mission
6 I
St. Petersburg ^
* I ' \ X "
«bhs» MILITARY ARCHIVES
Bond and Natalya are being interned at the Military Archives. Mishkin
demapds to know about the theft of the GoldenEye, but before 007 can
explain the connection between General Ourumojj and the stolen satel-
lite, ;ther ; eg fe ^k| tQ.<gki, |t the door. Tb^ General has orders fofi tli < execution
: Boirtl and Nai^lf^effecti ve immediately.
Start
Nintendo Player's Guide
Maze Madness
Even if you've been through it a dozen times, the Military Archives can be a confus-
ing labyrinth, especially in the smoke and confusion of battle. Until you have it mem-
orized, find a dark corner and ambush your foes one at a time.
& □ ESCAPE FROM THE
U INTERROGATION ROOM
m ■ You have several options for making your escape. The most practical is to
* activate your Watch Magnet so you can grab your gun and ammo at the same
moment and neutralize your interrogators, but the gunfire will draw other guards into
the room. If you're quick enough, you can eliminate the interrogators with your bare
hands before they can react. If you don't fire your gun, the guards in the hallway
won't know you're loose until you have them in your sights.
If you sprint across the hall-
way from the interrogation
room, you'll find boxes
stacked in a supply room.
Look for the Body Armor
between two boxes.
Archives 1st Floor
BRIEFING
First you were captured by
Spetznaz in Severnaya, now
you’re detained by the
Russian Military Police.
Your performance has been
deplorable as of late. 007.
something we’ll discuss in
detail at your next review.
Your best chance for a fair
trial is to win the support of
Defense Minister Mishkin.
The latest word from our
operative in the Politburo is
that Mishkin is a fair man.
but there seems to be some
sort of political power strug-
gle between him and that
chap you had a run-in with
during the Kirghizstan
operation two years ago— a
certain General Arkady
Ourumov.
CO
ct
Archives 2nd Floor
ARCHIVES OBJECTIVES
Agent Secret Agent (
1 Escape from the Interrogation Room
2 Find Natalya (Pages 5? and 58)
3 Recover the Helicopter Flight Recorder (Page 58)
4 Escape with Natalya (Page 59)
If you find this hidden passage, you can
ambush the Dostovei-toting guards in this
crowded room. Natalya will run here if
you lose her during a firefight.
ft E3 FIN0 NATALYA
i The interrogators are covering Natalya, and, unlike the terrorists on the
t\ Frigate, they'll open fire on you instead of taking her out first.
# % Unfortunately, these officers are intelligent enough to stand behind
Natalya and use her as a human shield. They won't harm her, but if you're not careful,
you will. Use your cross hairs to target each interrogator and watch your back — the
noise from this tricky firefight will bring other sentries to assist their companions.
“ 1
C=) 1=]
•
*0 ^
□ 11
0
0 1=3 •
0 0
(=□
•
□
• J 0
•• •
Natalya: James!
r
if
OBJECTIVE o: COMPLE i '
21 1 SO
Natalya: I'm scared. I'm getting out of here.
GoldenEye
Archives 1st Floor
The Records Department
Compared to the interrogation jjevel, the records department
inside the Military Archives/s li^htf\defended with a handful
of bored sentries. The seemjbgjy endless bookcases and numer-
ous dark corners are gre,at places to seek refuge from
Ourumov's troops and the wo&Npated intelligence officers.
□
0 NATALYA ON THE RUN
j^B Aside from her harrowing experience in Severnaya,
m ■ Natalya hasn't been around you enough to trust
" »■ you with her life.
She'll rely on her own
instincts and take flight if
she finds herself in the
midst of a swarm of flying
lead. If Natalya says she's
scared, she'll flee to
another part of the com-
plex. The soldiers won't
shoot at her — they know
you're the one licensed to
kill. If you lose Natalya,
try searching for her at one
of the three locations indi-
cated on the map.
Don't Blow It
Secret Agent
Minister Mishkin has picked a dangerous place for a ren-
dezvous. He's waiting for you in a room packed with
explosives. A few stray rounds will obliterate everything
except the safe in the corner. Keep your finger off the trig-
ger until you have the safe key. After Mishkin leaves, you
can use this chamber as a trap. Lure Ourumov's guards
into room, then blast the crates before they realize that
they've made their final mistake.
|& 0 RECOVER THE HELICOPTER
FLIGHT RECORDER
General Ourumov's execution order is in direct violation
of the Politburo's new policies for dealing with spies.
Defense Minister Mishkin is waiting to talk to you about
Ourumov and the helicopter flight recorder in the basement. If
you keep your cool, Mishkin will give you the key to the safe that
holds the flight recorder. Don't turn your back on the door.
Body Armor
If you're playing Agent rank, you'll
find Body Armor waiting for you on
top of a box. Put it on before the
elite guards spot you. Blast the
boxes next to the charging troops
and let the resulting explosions do
the work for you.
gj Nintendo Player's Guide
1 p
0 n
i
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•
*0 ^
Li
y >=>•
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CZ=]
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•
•
1 •
• •
ft □ ESCAPE WITH NATALYA
IB Break the glass and leap out of any one of these
m • three library windows to make your escape from
M m. the Military Archives. Natalya will follow you
unless she has told you that she is scared by the gunfire. If
Natalya is frightened, you'll have to track her down in the
archives and persuade her to follow you. The mission will
be a complete failure if you jump out the window without
Natalya close behind you.
GoldenEye
Start
<; v; ---'V
Mission
6 ■
% St. Petersburg ^
* I * \ N '
'll II'' v
' A
Jvsj BRIEFING
Bond. and Natalya barely make it out of St. Petersburg's Military Archives
before a black sedan screeches to a halt in front of them. A car door opens
and General Ourumov grabs Natalya and thrusts jjer into the car. Bond
fries to draw his gun, but he knows he might hit the girl if he fires. The
General sheers as' fhJrear vanishes in a cloud of smoking rrres. ' I
Grenade Launcher
Minefield
If you're driving the tank, it's best to
clear the minefield with your tank's
gun, a hand grenade or a grenade
launcher before proceeding. The
mines won't explode if you're on foot.
•
With. Ourumov’s cover
blown, it’s only a matter of
time before Trevelyan and
the General flee from
Russia. We don’t have any
leads as to where they
might run, but they’re the
only link we have to the
stolen GoldenEye Satellite.
Stay close on their tail, but
don’t create an internation-
al incident by accidentally
bumping into the citizens of
St. Petersburg. If you contact
Valentin Zukovsky he
might know a way to slow
down Ourumov’s vehicle.
Two Ways to Chase
St. Petersburg is a fast-paced maze filled with Qurumov's troops. The key to complet-
ing your mission is not to waste precious, time engaging the enemy. You can complete
this mission using the tank or running On foot.
in root.
m CONTACT VALENTIN
Valentin is waiting for Bond up an alley I
near the archives. Talking to him will
■ . give you six minutes to complete the
mission instead of only three, which makes your
objectives easier to complete. Valentin will take
his time speaking with his associates, so it's
important to talk to him while you still have at
least fifty seconds left on the timer.
^ Nintendo Player's Guide
• •
STREETS OBJECTIVES
Agent Secret Agent
1 Contact Valentin
2 Pursue Ourumov and Natalya
3 Minimize Civilian Casualties
00 Agent
You’ve let the girl carry
the flight recorder? Now
Ourumov has the
recorder and the girl
again? A gentlemen
should always carry the
luggage, 007. 1 don’t have
any gadgets for you to
lose, hut you might see if
Valentin can spare a
grenade launcher.
□ pursue ourumov
AND NATALYA
M % Any true Bond fan will remember the famous St.
Petersburg tank chase from the GoldenEye
movie. You can pursue Ourumov by commandeering the
tank near the beginning of the stage or by running through
the streets on foot. If you remember to take every right
turn, you won't get lost. You must complete the entire
course before the timer expires — or General Ourumov
will get away.
• •
Body Armor
Someone left Body Armor
neatly folded on the side-
walk. The street is heavily
defended and this item is
probably bait for a trap.
□ minimize civilian
CASUALTIES
I
M ■ With all the gunfire and explosions, the stunned citizens of St. Petersburg
are running around in a blind panic, abandoning their cars in the mid-
dle of the city streets. The last time they |
experienced anything of this nature was
during the Second World War. Do your
best to swerve and avoid all pedestrians,
especially if you're driving the tank. Ten
casualties will end the chase, even if the
civilians are inadvertently injured by the
sentries trying to stop you.
GoldenEye
DEPOT
A Body Armor Bonanza
The abandoned St. Petersburg Military Depot has
more Body Armor stockpiled for Agents and Secret
Agents than any other stage in the game, but the crack
Janus troops guarding the facility are going to make
you pay dearly for this luxury. You'll encounter end-
less ambushes around every dark corner while you
grope through your mission objectives. Make a note
of which Body Armor you've already picked up so
you won't have to waste time visiting the same loca-
tions twice.
Mission \
6 !
^ St. Petersburg , ^
. —
' V
General Ourumov's car slogs through the muddy potholes surrounding he
abandoned military depot near St. Petersburg. 007 would have to be a fool
to follow him here. These rusting warehouses contain the entire weapons
inyenlory of^h^Janus syndicate, and the elite guards herc^are morejthan
deal with a solitary British Secret^^^if ■:
A report from our operative
in Libya indicates that the
Janus syndicate is trying to
sell a modified version of
the Pirate stealth helicopter
to international terrorist
groups. They probably blew
up the original because they
found a way to improve
upon the French design.
The world could become a
better place if you found a
way to steal those blue-
prints back from Trevelyan,
007. Make sure that you
have them before the train
leaves the station.
/ £$
/, m
fi ■ — ■
i *iS»'
a i ^
BRIEFING
Body Armor
You're probably already wearing Body
Armor, but it's important to remember
where you can find a spare, especially
if you have a run-in with the elite
guards firing two D5Ks. Back track to
this Body Armor when you need it.
Warehouses For Warfare
The Depot is packed with Body
Armor on the Agent and Secret Agent
levels, but that's because the Janus
troops defending the warehouses are
equipped with heayy*. arms and
armor, and they knoyy exactly where
■ you're hiding.|The; key to survival
here is to 'keejf 'moving constantly
and to complete your objectives as
quickly as possible.
Body Armor
You can enter one of three bay doors to
reach this Body Armor, but don't be
surprised if you're followed. Watch your
back and don't exit from the same door
that you entered.
Nintendo Player's Guide
DEPOT OBJECTIVES
Agent Secret Agent 00 Agent
1 Destroy the Illegal Arms Cache (Page 64)
2 Destroy the Computer Network (Page 64)
§0 Obtain the Safe Key (Page 64^SSL
4 Recover the Helicopter . Elueprii^.(Page 65) ,
5 Locate Trevelyan's Train (Page 65)
Loading bays
¥
TO PAGE 64
Body Armor
If you're on the run and
looking for breathing room,
don this Body Armor and wait
to ambush the roving Janus
guards searching for you.
Body Armor
If you're new to playing Secret
Agent level, be sure to grab
this Body Armor. You'll need it
when you confront the troops
near the computer center.
Start
• •
Body Armor
This Body Armor is available only
on Agent level, but there are three
sentries waiting for you in this
corner. You can find easier item
pickings elsewhere in the level.
GoldenEye
Roving Guards
There are fewer stationary-guards in the second/fiaFoNhe Depot. Most of the sentries are actively rov-
ing around the dark corners of the building s^ fcn e n d -asffitf 1 e time as possible retracing your route by
taking out the Janus computer network before\Hmtaa$mg the illegal weapons cache.
Depot Station
D DESTROY THE ILLEGAL
ARMS CACHE
M • The illegal arms cache is locked away in the brown crates in the I
" middle of the warehouse. Pick up the rocket launcher, proximi-
ty mines and other weapons before you blast the crates. You'll find that
you can save ammunition by shooting the middle crates and letting the i
resulting explosion consume the surrounding boxes. Your objective is j
complete once all the crates are destroyed.
The computerized drone gun has a
higher rate of fire than your guns, so
try knocking it out by peeking around
the corner without letting it
spot you.
Body Armor -
& 0 DESTROY THE COMPUTER
NETWORK
i A computerized drone gun is guarding the Janus computer net-
work. To destroy the gun, peek around the corner on the left side
of the stack of boxes until you see less than half the drone. The gun won't
be able to see you, so it won't shoot back. Destroy the mainframe com-
puters and the electronic map to complete the objective, but don't leave
until you locate the safe key.
^ m
Body Armor
FROM PAGE 63
□ OBTAIN THE SAFE KEY
ft
, T The safe key is lying on one of the desks near the elec-
1 / - L tronic map screen in the network computer room. The
* A tiny, brass key is resting next to a computer keyboard.
If you've had a tough engagement with the computer room
guards, the key may have fallen onto the floor. Try searching by
walking around each desk in the front row until a message tells
you that you've picked up the key.
I
BRANCH
Apparently the Janus syndicate manufac-
tures and distributes prox imity mines
similar to the ones our operatives used
during' the 1981 Falkland Islands campaign.
If you come across a. cache, you might find
the devices rather useful for discouraging
tail gate rs. While the mines stick to any
surface, you can also drop them behind you
like bread crumbs. Those Janus blokes
might stumble across a nasty surprise that
quite literally blows their socks off.
■ Body Armor
A
□ RECOVER THE
HELICOPTER
BLUEPRINTS
Use the safe key you found in the computer room on the safe
on the second floor of the Depot Station Office. If you're
clever enough to plant proximity mines behind you, make
sure you don't leave one on
the office door or you'll get
burned by the explosion
radius of your own booby
trap. Double check the
completed objectives on
your watch before attempt-
ing to board the train.
& 0 LOCATE TREVELYAN'S
ft TRAIN
■ * To reach Trevelyan's train, you'll have to enter the
* *■ Depot Station office, climb up the stairs, enter the
warehouse, then open the cargo bay door. This train trans-
ported missiles during the Cold War, so don't expect win-
dows or a dining car.
Board the train by opening
the sliding doors marked
with the yellow and black
stripes. You can dispatch
the guards yourself or leap
into the train and watch
the animation do it for you.
» a
& a
A ®
Ho
01 5 !
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0
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GoldenEye g
i] /
Mission ^
6 ■
^ St. Petersburg.^*
' I * A V
I l I '
One of the tougher but shorter missions you'll encounter, especially at the
00 Agent level, takes place on the Janus command train. The narrow con-
fines and sharp-shooting guards or? the train mak| it a death trap. You
must m^inori: 2 ;e r M^nemy locations- -and plan each shot witi^age^|S|j ng
out bf the line of f ire^v h e n e v e r possible. A HI
BRIEFING
I shouldn’t have to tell you
that hostage situations can
he the most volatile and un-
predictable. I don’t need a
cowboy running loose on that
train. Take your time, avoid
risks and scout out the posi-
tions of the enemy before
walking into possible am-
bushes. You can destroy the
brake units to stop the train,
then it’s vital that you get
Natalya to locate the Janus
Syndicate’s secret ops center.
If she can hack Boris
Grishenko’s computer pass-
word, you’ll have all the data
you need to end this business.
And I want it ended now.
Is that clear?
In Training
On Agent level, you can
Rambo through the cars with-
out taking much damage. But
at 00 Agent |e)£gl, it's another
story. In the first c% take out
the guap on me far right, j.hen
edg g y Jpa aMthe vfobffen crates
until tn& guardfi on Jhe left is
barely v i slblg.^ge' a long a lit-
tle farther unt| the second
guard appears. Each time a
guard is barely in view, use
your crosshair to line up
the shot.
Q^BRANCH
I'd appreciate it if you didn’t treat this
laser watch as a toy. 007. Now. pay atten-
tion. Once you activate the laser, you’ll -
have 300 charges to burn away the
hinges on the floor panel. Aim the laser
and move the beam along the four sides
of the panel. Even a child could do it.
o
o
□ • □<
□ D O'
□ DESTROY THE
BRAKE UNITS
ft
M ■ Each of the six trains cars has a brake
unit that must be destroyed in order
to stop the train. After defeating the guards in
each car, shoot the brake unit until it blows
up. In some cases, such as at the end of the
first and second cars, you should defeat the
guards in the adjoining car before destroying
the brake units.
Nintendo Player's Guide
TRAIN OBJECTIVES
Agent
Secret Agent 00 Agent
1 Destroy the Brake Units
2 Rescue Natalya (Page 68)
3 Locate Janus’s Secret Base (Page 68)
4 Crack Boris’s Pas sword .(Page 69) ^
5 Escape to Safety (Page 69)
After opening the double doors and ducking
back to the right, angle yourself toward the
door and move backward until the guard on
the far left barely comes into view. Take the
shot, then move carefully until the second
guard appears, and so on. This will keep you
out of the line of fire.
•
□
oH:
Train Car 2
If you stand near the crates when the
guards storm in from the third car, you
could be hurt in an explosion. It's better
to wait off to the side of the door.
Between a Box and a Hard Place
Agent
You can hide behind the wooden crates only as long as you're
unseen, or if you're seen only by the enemy you're shooting.
If more enemies see you, they'll blow up the crate and you'll
take damage. Metal crates are another matter. In the second
train car, after you make it past the first set of guards, use the
stacked metal crates for cover. Angle your view to the right
and inch out until you see the guard on the far right. Take him
out, then inch a little farther, taking out guards as they come
into view. It's usually preferable to maneuver for the safe shot
than to rush in to a welcome of flying lead.
GoldenEye
You Only Knock Twice
Several guards hide v jn locked cabins on the
train and won't appear until after you've
passed. If you're aware of them, you can wait
for the guardsyto appear, thert take them out.
The first hidden guard is in the restroom in the
third car. He app ears after you defeat the six
guards outside.' Two guards wait in the second
cabin of the fourth car; Ay guard in the fourth car
restroom appears only after you pass through
most of the fifth car.
Restroom Rumble
A short hall in the fifth car is flanked by
two restrooms and is one of the deadliest
parts of the train. Two of the three guards
will come out of the door with their guns
blazing. Wait for them on the right side
and shoot slightly low to take out the
kneeling guard. If you kneel, you might
avoid taking a stray bullet. You'll pick up
twin ZMGs for even more fire power.
FROM PAGE 67
Once you've shot all the guards
in the hallway here, continue
down the aisle several steps,
then return to the restroom
with the locked door. The guard
there should be just emerging
and you'll be able to take him
before he raises his gun.
Train Car 5
& E3 RESCUE NATALYA
M As you enter the front area of the train, you'll stumble upon General Ourumov
m ■ holding Natalya at gunpoint. Behind them in the shadows are Trevelyan and
Jf % Onatopp. When the General warns you to stop moving, do so. Take aim
and send Ourumov to the great mess hall in the sky. Immediately after that, take aim
Onatopp in the
distance. If you hit her,
you'll gain precious
extra time to escape
from the train. Do
not hit Natalya under
any circumstances.
{& 0 LOCATE JANUS'S
SECRET BASE
While you cut away the hinges on the floor panel,
Natalya will be at the computer console attempting
to discover the whereabouts of the hidden GoldenEye
control center. There's nothing you can do but wait for her to
locate Boris. At that point, if you're playing Secret Agent
level, you can jump out of the train and escape.
38
Nintendo Player's Guide
CO
&
Once you enter this area of the train,
the guard who was locked in the
restroom back in the fourtli car will
now make his way forward. Go back to
the parlor area through the last door
and wait for him to come to you.
• •
Train Car 4
As soon as you shoot out the final brake unit, you'll see a mes-
sage indicating the success of your first objective. Now turn and
face the corridor to the right. Two guards will rush into view.
Before they can react to your presence, gun them down.
4o
& E! CRACK BORIS'S
PASSWORD
B * It's up to Natalya to crack the code.
*■ Your job is to cut away the floor
panel and be ready to jump. If you left any
of the guards alive behind in the train, they
will make their way forward. Be prepared. If
you didn't shoot Xenia earlier, you will have
slightly less than five seconds to get out of
the train once Natalya gets Boris's pass-
word. Wait for Natalya to say she has it,
then immediately jump.
0 ESCAPE TO SAFETY
This can be the trickiest part of all, particularly in 00 Agent
level. Begin by using the watch laser to cut through the
gray hinges on the floor panel until it drops away. If you
shot Xenia after Ourumov,
you'll have extra time once
Natalya has Boris's pass-
word. In that case, once
you drop through the floor
panel, turn right and race
toward the front of the
train, dodging to avoid the
fire. If you didn't shoot
Xenia, turn to the left
toward the guards by the
side of the track. With
luck, Natalya will escape
the blast from the train.
GoldenEye
JUNGLE
While satellite reconnaissance haven't beeh able to locate any physical
traces of a space control center, the coordinates recovered from the smok-
ing Janus computers at the Depot in St. Petersburg convince M that a facil-
ity exists in the jungles of Cuba. It's up to Bond and Matalva to check it
out on the ground.
Mission
P'3 BRIEFING
Natalya Simonova will
The explosion from your
wrecked plane will draw the
attention of two nearby guards.
This isn't necessarily bad
because Natalya can knock both
of them out before you have
time to line up your shot. Make
sure you pick up the enemy's
AR33, especially since you can
use the rifle's telescoping sight
to scout out the trouble lurking
in the murky mist. The AR33
also has more stopping power
than most weapons in the game.
accompany you on your mis-
sion to Cuba. If our assump-
tions are true and Janus has
GoldenEye. we’ll need Ms.
Simonova’s skills to disable
their computer system We’ve
contacted Jack Wade from
the CIA and he has been able
to give her some basic
firearm training. He said she
fared better than most of his
trainees, but that doesn’t sur-
prise me considering the
meager funds the United
States appropriates to the
CIA these days. Get her in to
do the job, then get out
of there.
Murky Mist
A thick, steamy vapor hangs
in the jungle air, limiting
your visibility. Your first pri-
ority is/fo grab one of the
enemy's AR33 Assault Rifles.
Even if 'you don't have
ammo;;you c&n use' the rifle's
telescoping -sight to spot the
dangerous details
in the distance.
Body Armor
Finding this Body Armor is a
lucky break, especially for
00 Agents searching for
protection. Even if you neu-
tralize the sentries in the
jungle without taking a hit,
you'll need this precious
item for your double-
barreled confrontation
with Xenia Onatopp.
Nintendo Player's Guide
MISSION OBJECTIVES
1 Destroy the Drone Guns (Page's 71 . 72 and 73)
2 Eliminate Xenia (Page 72)
3 Blow Up the Ammo Dump (Page 73)
4 Escort Natalya to Janus Base (Page 73)
)
Body Armor
Grab this Body Armor if your other one is already
frayed or gone, or save it in case your confrontation
with Xenia Onatopp turns terribly sour. It might seem
like a long retreat, but remember that you can lay
remote mines behind you and weaken Xenia— or she
might blow herself up as she attempts to return fire
with her grenade launcher.
| DESTROY THE DRONE GUNS
There is a total of seven drone guns you must destroy before entering
? Control Center. Unlike the video-camera-controlled drone guns
you found in Severnaya and the St. Petersburg Depot, these drone
guns are controlled by a motion-sensing radar. Thankfully, the range of the gun
sensor is shorter than your eyesight, so you can use your AR33's sights to blast
the guns before their electronic circuits register that you're there. While all
guns can rotate and track targets, the sensors can see targets only in front of
them. If you can sneak up behind a gun or take it out from a perpendicular
angle, it will never know what hit it.
X O I
There
the C<
you fc
BRANCH
Here are six remote mines.
007. These devices are exactly
like the ones you used nine
years ago in the Arkangelsk
mission. How they’re used is
completely up to your discre-
tion, hut I thought you might
find them useful for dis-
patching Janus troops holed
up in fortified positions.
GoldenEye ||0
MISSION 7
The Cage
Xenia Onatopp patrols the
bridge leading to The Cage,
a twisted series of caverns
packed with Janus troops.
Make use of the forest
cover and save your best
weapons for the final push
to get through the doors of
the Control Center.
ft Q DESTROY THE
1 DRONE GUNS
M ■ You'll have to get by two drone guns before
" ™ you can enter the caverns known as The Cage,
but only the first gun will give you trouble. Stand
behind the trees on the right or left side of the forest to
take out the drone gun beneath the wooden tower. The
other drone gun is facing away from the bridge, so it
won't return fire unless you walk past it.
Body Armor
You'll find Body Armor behind the
tower if you're playing at Agent or
Secret Agent rank. If you've used up
only one Body Armor, you might find it
easier to retrace your steps to the
armor back at the last corner so you
can save this one in case you need it
while fighting Xenia or the guards
inside The Cage.
Jungle Part 2
ft 0 ELIMINATE XENIA
M Xenia Onatopp will smash most players
■ m unless they figure out her weakness: she
Jf won't shoot diagonally across the bridge.
Stand at the end of the rope bridge until Xenia
appears. Step to the left or right of the bridge and
unload your AR33 as Xenia attempts to cross to
your side. She'll never return fire from the bridge
unless you stand directly in front of her. If your aim
is true, she won't make it even halfway, and you'll
be able to pick up her grenade launcher and the
incredibly fast RC-P90. If Xenia does make it
across the bridge, try retreating into the trees as
FROM PAGE 71 you return fire and use remote mines. When Xenia
uses her launcher, the grenade may bounce off a
trunk and hit her.
Nintendo Player s Guide
The Cage
0 ESCORT NATALYA
TO JANUS BASE
The Janus troops in front of the entrance to
the Control Center are endless, so you
should eliminate as many as you can and
then sprint to the complex doors before
reinforcements can run up and take the
places of their fallen comrades. Since the
sentries are hiding behind steel crates, your
best means of dispatching them is to use
explosive devices such as grenades or
remote mines. The guards are aiming for
you, and most of them will ignore Natalya.
ft Q DESTROY MORE DRONE GUNS
■K Even if you take the long, winding slope up to the top of The Cage, you'll
W » want to retrace your steps and eliminate the remaining two drone guns
M m. from the ladder. This is easy to do if you remember to crouch on the lad-
der and peek up over the side of the cliff. You can destroy the gun before it sees
you. The other gun can't detect you from this angle, so you'll have all the time
in the world.
i s E2 BLOW UP THE AMMO DUMP
[ I \ \ This is an easy task once you figure out how to neutralize the two
* * drone guns guarding the dump. The trick is to approach the dump
from the ladder. There's a drone gun covering this entrance, but if you
crouch on the ladder, you can pick off the gun before it registers that you're
there. From this angle, you'll
have an easy shot at the other
drone gun covering the second
entrance. Make sure that
Natalya is clear of the area
before you blast the crates.
GoldenEye
o
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2* SOIB8IH
Mission
Part 2
CONTROL CENTER
Bond knows he has only a few minutes before the GoldenEye Satellite will
fly above the city of London and obliterate nearly half of the European
market in one blinding flash, plunging the world into economic chaos.
He has to get Natalya into’ the Janus Control Center so she can shut down
the satellite. - vrffc
H BRIEFING
Work as a team with
Natalya Simonova to shut
down the GoldenEye
Satellite, 007. She’ll take
care of "breaking into the
computer software while
you’re smashing the Janus
hardware. I don’t know how
she will handle things
under pressure, "but she’s
our only hope for shutting
down their computer net-
work. Beware of traps.
Remember that a former 00
Agent designed this mas-
sive underground complex,
and he’s undoubtedly bor-
rowed from our own book on
the tricks of the trade.
Blast Doors
Natalya can vyork on getting the
first door open fpr ybu, but the rest
of the do ors in the -Centro I Center
won't opefe unless you complete
certai n tasks?’''- - V"'
Control Center 1st Floor
□
•
□
=■ □
9
FS □=■ *
1
fl
The drone guns suspended over
this hallway have a limited range,
so you can plug them from a dis-
tance. The two icons on the right
show two more hidden drone
guns waiting for Secret and 00
Agents. If you run past them,
they won't have time to track
and hit you.
Ignore Boris and go about your business. If you hurt him, Natalya
will abort your mission by refusing to cooperate. If you've seen
the GoldenEye movie, you already know that he'll get what he
has coming to him.
P Nintendo Player's Guide
CONTROL OBJECTIVES
Agent Secret Agent OOAgent
1 Protect Natalya (Page 76)
2 Disable the GoldenEye Satellite (Page 77>'
3 Destroy the Armored Mainframes (Page 77)
pH tl
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BRANCH
Natalya can hack into the securi-
ty computers and open one of the
blast doors for you, but then it's
up to you to clear the Control
Center of Janus troops so she
can finish the work on the
GoldenEye Satellite computers.
Prioritize your targets at the
start of the stage. Let the guards
come to you and neutralize each
one as he rounds the corner. Once
the chamber is clear, start
working on the drone guns. The
three arrows are pointing to key
safe spots where you can stand
and knock out the guns. The trick
is to carefully aim around the
corner and shoot at only a
portion of the gun so the drone's
sensor can't detect you. If you
can see the entire gun, it can
see you, too.
■%
I figured you would use up my
remote mines before you entered
the Control Center, but I wish you
would have saved a few for the
armored mainframes. You’ll need
a bomb or something to knock
those monsters off line. Perhaps
you’ll find more explosives
somewhere.
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Treat the sentries behind the crates like
drone guns: peer around the corner just
enough to hit them without being detected.
Just remember that unlike drone guns, these
cunning foes may toss a grenade to throw
you off.
xsissioir 7
Glass Walls
The most complicated room in the
Control Center is the Computer Room
with the GoldenEye. tracking screen.
Make a note of the room's four
entrances and the -Ideation of each
glass wall. You must cover all these
areas while protecting Natalya.
Control Center 1st Floor
==□ CT3
□
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• • •
1
A
Body Armor
After Natalya is clear of danger, work
your way to this corner and pick up this
Body Armor before attempting to get
to the elevator. You'll need some extra
protection when you run Trevelyan's
heavily fortified gauntlet waiting for
you inside the warehouse.
O PROTECT NATALYA
M Protecting Natalya in the Computer Room is the most dangerous objec-
m ■ tive in this mission. Pick up the Body Armor on the third floor before you
M 1. lead Natalya to the terminal. Stand in the front of the room and do your
best to cover all four entrances as the Janus troops start to charge. Sofne guards
will target you to throw off your aim, while oth-
ers will focus only on taking Natalya out. You
can't pick your targets — eliminate everyone
before he can pull off a shot.
Alec Trevelyan taunts you as he jumps
into this elevator, but there's no way
to catch him, even if you do manage to
throw a grenade inside the closing
door. Duty to your country comes
first — you'll have to settle your score
with him in a later stage of the game.
Protecting Natalya is one of the stickiest and
trickiest objectives in the game. Some Janus
troops will target you while others will aim
for her. You can't pick your targets, so your
only chance is to watch the entrances and
eliminate every approaching threat.
Nintendo Player's Guide
While you don't have to follow
Boris— and he probably would pre-
fer that you didn't— if you do, you'"
discover his own private stash of
Body Armor hidden away in this
short, narrow corridor.
ft El DISABLE THE
1 GOLDENEYE
/\ SATELLITE
If you manage to protect Natalya in the
midst of the wild cross fire, she'll find a way to alter
the satellite's trajectory, driving it into the heat of
the earth's atmosphere. But keep an eye on all of
the entrances. Janus's men will still try to jump out
of the shadows in an attempt to stop Natalya.
using a grenade or two
on a computer, but
remember to aim careful-
ly so the grenade doesn't
rebound and come
rolling back to you.
GoldenEye
A HOIS8IH
Mission I -Part 3
7 .1 rs
WATER CAVERNS
** . Cuba
V' I ■ V
tfc./ Vi •!>
Even as the ColdenEye Satellite slowly sinks toward the earth, Alec
Trevelyan is struggling to regain control .of his space weapon by repro-
gramming the telemetry data from a remote terminal on the submersible
satellite dish. It's up to Bond to intervene and shut down the Janus
Syndicate once and for all.
RJ BRIEFING
Remember your priorities
and stick to them. 007. Ignore
your grudge with Alec
Trevelyan and concentrate
on destroying the Janus
operation before their scien-
tists figure out how to repro-
gram GoldenEye’s navigation
instructions. Jack Wade has
offered assistance in the
form of a detachment of US
Marines, but he needs to
know the exact coordinates
of the secret base and the
satellite dish. If you can call
him on the radio and lock up
the base’s water pumps, he’ll
know exactly where to send
in the troops.
Aim High
The Water Caverns beneath the
Janus Control Center are packed
with the best equipped guards in
the game, making it one of the
most challenging stages in
GoldenEye. Aramo conservation is
critical whjJAyiqu're' exploring the
first fewrchamffiers inwie stage,
especially if you're. playing at
Secret Agent' Or 00 Agent rank. All
sentries %e wealing Betly Armor,
so you'll ri&edJo make sure your
shots land on th§ mark the first
time-or you'll pay dearly for
your mistakes.
Body Armor
There's Body Armor resting on this
crate if you're playing at Agent
rank. Make sure you blast open all
the crates and collect the extra
ammo inside for the rooms ahead.
Alec will flee as soon as he sees
you open the elevator door. You
can't do anything to catch him, so
take your time and eliminate his
escorts before they can turn and
point their guns at you.
Nintendo Player's Guide
CAVERNS OBJECTIVES
a Destroy the Inlet Pump Controls
H Destroy the Outlet Pump Controls (PagetfO)'
;3| Destroy the Master Control Console (Page 82)
4 Use the Radio to Contact Jake Wade (Page 82)
5 Minimize Scientist Casualties (Pages 79 and 82 )
Water Caverns 1st Floor
If you have extra rounds to spare in
your AR33, you can use your rifle
sight to neutralize the guards on the
spiraling walkway from a distance.
You won't sustain any damage if you
rely on long range combat through-
out your climb up the dome's spiral
passage.
X O DESTROY THE
INLET PUMP
CONTROLS
Technicians must engage the four computer consoles to acti-
vate the inlet pump controls that allow water to fill the lake
□ minimize scientist
CASUALTIES
There are three scientists operating the
four inlet pump controls. They'll begin to
flee as soon as they see you,
but sometimes one or two
will panic and blindly run in
circles. Lead the confused
civilians to safety before you
destroy the computers.
concealing Trevelyan's submersible satellite dish. Shoo the
timid scientists away from the computers, then destroy the
consoles with your guns or timed mines. Select your ord-
nance based on your agent rank. Use mines if you're a 00
Agent-you'll need to conserve your rounds for the guards
waiting to ambush you in the long, damp corridors ahead.
GoldenEye
a
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MISSION 7
FROM PAGE 79
Water Caverns 2nd Floor
The sentry on guard in this
chamber carries two ZMG
9MMs, which means you can be
a two-fisted gunner when you
recover his weapons. You'll use
both of these guns until you
claim one of the RC-P90s or a
pair of AR33s used by the guards
at the end of the stage.
The second half of the Wats
crammed with trouble,
weapons cache, you shot
levels without taking a hit.
to the outlet pump controls.
Double-Decker Danger
is a double-decker corrid<
ir time and cash in on tf
dispatch the guards on boi
use the secret passage leadir
Use the sights on your AR33 to disconnect the
drone gun above the blast door. Two calm and
collected sentries are savvy enough not to
bolt under the explosion, and they'll wait to hit
you when you climb the stairs. They won't give
you trouble if you remember to expect them.
CONTROLS
X 0 DESTROY THE OUTLET PUMP
Four computers activate the outlet pump controls that
allow the lake water to drain from around the satellite
dish. The best way to access the room containing the
consoles is through the secret passage behind the lockers in the
ammo cache chamber. This approach isn't covered by security,
and you'll be able to bypass the forces waiting to intercept you
on the steel walkways
in the adjacent cham-
ber. Remember to
destroy the drone gun
before you attempt to
leave the room.
80
Nintendo Player's Guide
Your ammo shortage will be over once
you reach this weapons cache. Drop a
timed mine in the center of the crates
and let the explosion open up all the
boxes at once. When you've
collected all the rounds, blast the
steel lockers on the wall. After the
smoke clears, you can climb through
the wreckage and explore the narrow
tunnel leading to the computers that
activate the outlet pump controls.
Water Caverns Basement
<>••-
□ •
□
The sentry toting two ZMGs is also holding
Code Card A, a key card that allows you to
pass through one of the doors later in the
stage. Code Card A will not open the blast
door beneath the drone gun where the pump
outlet controls are located, but it will get you
to the radio.
BRANCH
Janus has his blast doors
set up on a code card sys-
tem, and he's assigned
<***
the cards to his guards
on a need-to-use basis.
You’ll ha.ve to take out
the sentries and search
them to find the key that
you need.
4
TO PAGE 83
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GoldenEye
Bszssionr ?
Code Key Cards
Before you leave the Water Caverns, you'll have to c^HlcN ire e Code Cards that will open the doors leading to the
stage exit. Alec Trevelyan will be waiting for you, sq^e .ready for a last-second dirty trick or two.
Tg
& □ MINIMIZE SCIENTIST CASUALTIES
■K The only scientists remaining in this section of the Water
■ * Caverns are controlling the master control console. Don't
M ». bother them until you've dealt with all the sentries. You'll
need to persuade them to leave the premises so you can destroy their
computer. Scientists will typically raise their hands and stand still
when you approach them, making it difficult to get around them. If
you shoot your gun near their feet, they'll catch a clue and bolt for
the exits. Injuring three scientists will end your mission.
& 0 USE THE RADIO TO
H CONTACT JACK WADE
m ^ The radio is in the corner of the chamber opposite the master control console. There are a dozen barrels of flamma-
B ble liquid stacked to the left of the radio and one more behind the radio table. You need to lure the guards away from
the barrels before you take them out. The I
best way to do this is to shoot at the
wooden crates outside the room and lure
the guards one at a time though the auto-
matic doors. Select the AR33 and use
your crosshairs to aim at each target. Use
the radio only after all the sentries have !
been neutralized.
Jack Wade: Got your bearings Jimbo!
Me and my boys are on
our way.
DESTROY THE MASTER CONTROL CONSOLE
lb
{ I The master control console operates the water pumps that immerse the satellite dish in Janus's artificial lake. This is the
ji \ \ final piece of equipment you'll need to immobilize the satellite dish. Do not destroy this computer until you've
' contacted Jack Wade on the radio. Several barrels of flammable liquid have been stored next to the
computer, and a chain reaction will wipe I
out the radio before you can contact Wade.
The trigger-happy guards will also blast
themselves into oblivion, so try to lure them
out through the automatic doors where you
can dispose of them on the steel walkways.
After you've eliminated all the guards,
persuade the scientist to leave by aiming
your pistol near his toes and forcing him to
dance his way to safety.
Nintendo Player's Guide
FROM PAGE 80
O
Water Caverns 3rd Floor
FROM PAGE 91
FROM PAGE 91
• *
. toy .
V/
•
□ EJ
o q .
•
Body Armor
/ 1
Code Card C
The sentry waiting outside this door
is carrying Code Card C. This card will
open the blast door leading to Alec
Trevelyan and exiting out of the
Water Caverns.
Code Card B
Alec's taunt is actually a signal to the
guards sneaking up behind you. Turn
around and neutralize the guards
before you use your AR33 to knock out
the drone guns in the distance. If
you've fulfilled all your mission objec-
tives, you can run down the corridor
after Trevelyan and move on to the
final stage.
If you're playing on Agent or Secret Agent
rank, you'll find Body Armor waiting for you
on top of this crate. This is the only Body
Armor in the entire level, so try to make it
last through your confrontation with Alec
Trevelyan beneath the drone guns.
%
M" '
I ,
4 ,
J '
230 | 3a
Code Card B opens up the blast door on page
80. Do not return to this blast door until you've
called Jack Wade on the radio and destroyed
the master control console.
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GoldenEye
A HOI88XK
' Y •. , ^
Mission
Cuba
BRANCH
Trevelyan must have done
some heavy Humber crunch-
ing' in his head to figure out , . •
how to manually reset the
dish antenna so that it inter- jm
cepts GoldenB.ye. It’s literally ft - ' V-
a shot, in the dark, but if
GoldenEye receives a course correction, it will fire on
London. Knock out the computer to shut down the dish
for good.
antenna cradle
Almost everyone at Ml<> believes that the lands satellite communications sy
x ' .tern has been destroyed-everyone except. Q; After a scan of real-time
• ' , \ footage by a passing Keyhole- 1 ELI NT Satellite, he. has noticed cables leading
to a shed on the dish. If Q lv correct, London is.far from.? Trevelyan may
be able to reprogram GoldenEye if he. can realign the dish antenna.
BRIEFING
Jack Wade has called in the
US Marines, and we want
you out of there, 007. 1 think
you’re letting this personal
vendetta with Alec
Trevelyan cloud your judg-
ment. As far as I’m con-
cerned, your mission is over
and you should he on your
way hack to England Of
course, you’ll have to make
time for travel arrange-
ments and your usual
extracurricular activities.
What you do on your own
time is your own business,
and I don’t think we need to
know anything else about
what goes on out there on
the Antenna Cradle. All we
Three Minutes Until the Antenna Aligns!
Elite sentries equipped with Body Atndr and ZMGs are pacing every girder on the
Antenna Cradle. You'll have three..minutefffq knock out the computer remote termi-
nal in the shed, then you can deal with Trevelyan and his troops.
The Former 006 is up
to His Usual Tricks
Alec knows you have more than enough time to disable the computer in the shed,
so he's ordered his troops to trap and delay you on the spans of the Antenna
Cradle. In the event that you reach the shed, Trevelyan will leap from the shadows
and taunt you. Alec's guard uni-
form allows him to blend into the
hostile crowd, but you can easily
identify him by the star-shaped
muzzle flash from his customized
AR33. All of the other soldiers
carry one or two ZMGs. Knock
out the computer before you
attempt to chase Trevelyan.
And don't trip over the grenades
that he leaves behind as he flees
from you.
Nintendo Player's Guide
cradle objectives
Agent Secret Agent 00 Agent
1 Destroy the Control Console-(Page 86)'
2 Settle the Score with Trevelyan (Page 87)
Start
GoldenEye
This Body Armor is available for all agent
ranks, but it's actually bait for a trap. If you
run down the long passage to reach it, the
Janus troops will close in behind you and cut
you off from Trevelyan and the Antenna
Cradle control console inside the shed.
Body Armor
Always grab the first Body Armor
behind the post at the start, but don't
go for any of the armor on the outlying
points at the top of the Antenna Cradle
unless you've already demolished the
computer control console activated by
Trevelyan inside the shed.
Like the Body Armor on the far left, this
armor is a fatal attraction. Janus troops
will seal off the corridor behind you,
blocking your access to the Antenna's
lower levels. You'll use up the armor just
trying to fight your way back out of your
predicament.
Antenna Cradle Upper Level
Body Armor
Antenna Cradle Middle Level
Endless
The Janus guards in this stage are
them. If you remember that sentrie;
they'll never fire over a railing, yoi
guards off from a distance.
nemles
you'll pay dearly if you ignore
alkway as a hallway and that
:hat you can easily knock the
The control console is pro-
tected by two drone guns sus-
pended from the roof of the
shed. Open the door and knock
out the first one before you
enter the building, then blast
the second gun before you
destroy the control console.
Keep the shed doors closed so
the guards can't push you into
the remaining drone gun.
FROM PAGE 85
Body Armor
The only thing worth taking
from this shed is the Body
Armor hidden behind the
heavy machinery. If you
grabbed the Body Armor near
the start of the stage and
made all your shots count,
the armor in this building
should be all the protection
you need to finish the game.
□ DESTROY THE
CONTROL CONSOLE
ft
m M The Antenna Cradle control console can be destroyed with any gun
or grenade, but you'll need to neutralize both drone guns inside the
shed before you take out the com-
puter. Janus sentries will pour into
this building as you attempt to blast
the console, so buy yourself some
time and protection by sliding the
door shut behind you and by using
the heavy machinery in the center
of the room as cover. The timer and
alarm will stop as soon as you blast
the computer.
Nintendo Player's Guide
Antenna Cradle Lower Level
Antenna .
Cradle
Maintenance E
Shed
A O SETTLE THE SCORE
WITH TREVELYAN
The toughest part of your battle with Trevelyan is dispatching his
guards, but if you take your time and make these sentries a priority
target, you'll have enough ammunition to keep the former 006 reeling. As
you chase Trevelyan, you'll notice that there are several locations where he
always stops and waits for you. If you remember where Alec's ambush loca-
tions are, you'll be able to anticipate his next move and sidestep his AR33
and grenades. Like most enemies in the game, Trevelyan has a weak spot.
The more times Alec gets hit in the head, the sooner he'll come to his sens-
es and challenge you to "finish the job" at the bottom of the Cradle inside
the maintenance shed. When you receive Alec's final challenge, follow
Trevelyan through the hole in the Antenna Cradle Maintenance Shed and
nail him before he can hit you. You'll need to complete all the stages at
Secret Agent rank to move on to Mission 8.
-
ISfllSi®;
■ ■
GoldenEye
iHOISSIW
AZTEC COMPLEX
While Hugo Drax's remains are floating somewhere in deep space, fragments
of his corporation still exist. The Drax Corporation is still involved in small,
unlicensed space exploration and military research. Bond has orders to
reprogram the next shuttle launch so MI6 can capture the spacecraft and
determine what the renegade company is planning to unleash on the world.
Mission
! 8 ! »
** Teotihuacan . **»
V r
H BRIEFING
NASA isn't sure how many
shuttles they lost during
the Moonraker operation, so
we’re assisting them by
checking out the locations
where we've detected unau-
thorized launches. The
South American site you'll
have to penetrate is close to
the original Drax complex.
Since NASA designed the
computer systems on their
shuttles, they’ve furnished
Q with a computer patch
program that will repro-
gram the craft’s guidance
system as soon as it reaches
orbit. Your job is to infil-
trate the Drax complex and
upload the patch into the
shuttle's program before it
leaves the launch pad.
The Toughest Level?
Infinite guards, hidden drone guns and an oversized lug named Jaws are the three rea-
sons most operatives consider the Aztec Complex the toughest mission in the game.
Even if you know exactly what to do, luck plays a significant role in determining your
success-but gambling with the ultimate stakes is a way of life for James Bond.
Key Card
Jaws is holding the Key Card you'll need to locate the shuttle guidance program
and launch protocol. This metal-mouthed giant is toting a pair of AR33s and plen-
ty of attitude. Hit Jaws once to get him to follow you, then run circles around
the Aztec Complex Stairway connected to point C on the map. Jaws will quickly
retire if you shoot at him from a diagonal angle while he chases you around
the stairs.
(^BRANCH
I know how you dislike cracking
computers, so I've simplified
the guidance data patch
program on this 3.5"
diskette so it will do most of
the work for you. All you
have to do is plug it in. Oh
yes. I almost forgot-you’ll
have to find a DAT contain-
ing the Drax launch proto- *
col. We can't steal their
shuttle unless you can get it
off the ground.
Nintendo Player s Guide
• •
AZTEC COMPLEX OBJECTIVES
Agent Secret Agent 00 Agent
1 Reprogram the Shuttle Guidance System (page 90)
2 Launch the Shuttle (page 90)
Aztec Complex 2nd Floor
TO PAGE 90
&
The trick to eliminating the drone guns in the hangar is to shoot them from the other side of the
vent grating. While you can see the guns, they can't see you. In fact, the drone guns behind the con-
trol room window won't detect you until you break the glass. The only drawback with this location
is that you'll have to go through Jaws to get here. Since legions of guards will start pouring into the
complex after you defeat Jaws, you might find it easier to knock out all the drone guns from Point E
on page 91.
0
Start
GoldenEye
Take Out the Drone Guns First
Guards will pour into the Aztec Complex the moment you deflea&Ja'vys, making your task of reprogramming the shuttle guidance sys-
tem nearly impossible to complete. Luckily, there's a trick to reaching the shuttle hangar before you confront Jaws. You can accom-
plish this task by foiling the deadly exhaust bay trap and knockin| out all the drone guns protecting the hangar.
□ REPROGRAM THE SHUTTLE
II GUIDANCE SYSTEM
m ■ Before reprogramming the guidance
" »• system, you'll need to get the Key
Card tucked inside Jaws's pocket. But before
you march off to fight this major monument
to orthodontia, you should clear the guards
from the Shuttle Hangar. Stand outside the
exhaust bay door and blast the computers
blocking the vents on the other side of the
room. Run through the exhaust bay and
clear out the hangar from point E on the
map on page 91 . Next, defeat Jaws and use
his Key Card on the door inside the Launch
Guidance Center. Shut the door behind you
before you use Q's disk on the computer.
The guards are searching for you, so watch
your back while you're uploading the data.
Grab the DAT with the launch protocol and
fight your way back to the Shuttle Hangar.
Lure Jaws into chasing you around this
circular stairway. Jaws will only shoot
if he can aim in a straight line. The trick
here is to shoot at Jaws from a diago-
nal angle across the gap in the stairs. If
you keep doing this, he won't be able to
return fire. Continue running around the
stairs until Jaws surrenders his Smart
Card. At this point, legions of guards
will begin pouring into the Aztec
Complex, so you'll need to hurry in
order to complete your mission.
□ LAUNCH THE SHUTTLE
■ If you have uploaded Q's guidance data into the computer system and picked up the DAT inside the Launch Guidance
m ■ Center, you're ready to launch the shuttle. Fighting your way back to the Shuttle Hangar won't be difficult if you cleared out
M % the sentries before you defeated Jaws. The remaining guards are more of a nuisance than a threat. At the back of the Shuttle
Hangar you'll find the computer mainframe. To load the DAT into the mainframe/you'll have to select and use the DAT the same
way you would choose and fire a weapon. Since you'll be defenseless during the loading, make sure you turn around and clear the
hangar of any charging guards. The launch sequence will begin after the tape is loaded, but the countdown will hold at ten seconds
if the shuttle exhaust bay doors are closed. Return to the computer above the hangar to open the doors and watch the launch.
1 . .. i wjjS
The launch protocol data has been
uploaded.
► *
jfer
&
‘ r . -
-
a
: 29 : 96
You'll have to climb a ladder to
reach this computer terminal
perched high inside the Shuttle
Hangar. This console controls the
opening and closing of the shut-
tle exhaust bay doors. Keep the
exhaust bay doors closed until
you've loaded the DAT containing
the shuttle launch protocol onto
to the hangar computer, then
you're ready for blast off.
Shuttle
Hangar
This computer terminal, which is perched on a plat-
form above the Shuttle Hangar, operates the
exhaust bay doors. You must close the doors to
reach the launch guidance center and reopen them
to launch the shuttle.
r
©
If you stand behind this vent
grating, you can knock out
the drone guns in the hangar
without taking a hit. If you
sprint through the exhaust
bay, you can reach this spot
without defeating Jaws.
You'll find an inoperative computer mainframe
inside the launch guidance center. This obsolete
piece of junk is actually a hidden door leading to
the exhaust bay. Activate the nearby console to
open the door. Shoot away the computers
blocking the exhaust bay vents to avoid the
shuttle's test-fire trap.
t u
[dance IAi»
Launch Guidance iQl
Center
FROM PAGE 89
Body Armor
No matter which agent rank
you're playing at, this Body
Armor is the only protection
you'll find in the entire com-
plex. Knock out the pair of
drone guns suspended over
the narrow corridor or you'll
use up your armor within a
few seconds.
a
°.5
p 2
00
0 “
#>'
0
0
Hf
®
X
GoldenEye *
1 ^.
• -V
Mission
* 9 1
el-Saghira ^
V ' I *
Parti
EGYPTIAN TEMPLE
Scaramanga was vanquished when James Bond dueled The Man With the
Golden Gun, but the whereabouts of the assassin's weapon has not been
revealed-until now. MI6 has received a blood-spattered letter. Baron Samedi, a
sorcerer Bond crossed machetes with in Live and Let Die, possesses the gun and
has issued a challenge: A duel to the death among the tombs of the pharaohs.
BRIEFING
I have some unsettling news,
007. Despite Solitaire’s eye-
witness account that you dis-
patched Baron Samedi, our Q
Branch handwriting analy-
sis machine has matched the
scribbled blood on this letter
with the voodoo master’s old
Haitian income tax state-
ments. This challenge was
written by the same person.
Scaramanga’s Golden Gun is
tantalizing bait for a trap,
but I’m certain that you will
use discretion and extreme
care in dealing with this
matter. This cannot be an MI6
operation, so I presume
you’re here to request leave.
A vacation to sunny
el-Saghira, perhaps?
If? | I
fl‘ | I ‘ : : A
Dark Passage
The Egyptian Temple at el-Saghira is a,diarkand foreboding maze, packed with infinite
guards and one resurrected voodoo; master. The. maze gets darker as you draw closer
to the final confrontation with Samedi. It's easy to get caught up in all the tricks, traps
and bewildering stone passageways,' but the less time you waste completing your
objectives, the more the odds for survival* and success will tip in your favor.
ft □ RECOVER THE GOLDEN GUN
The Golden Gun inside Scaramanga's Shrine is pro-
■ ■ tected by a puzzle. Finding the solution can be
M % bewildering since you haven't encountered any
other puzzles in the game. The trick is to step on the correct
tiles leading to the Golden Gun. You can use trial and error
to figure out the puzzle for yourself, or you can follow the
path on the map inset below. Once you're standing in front
of the Golden Gun case, the bulletproof glass will drop, and
you'll be able to collect the gun and the bullets. Exit the
room through the hidden door in the left wall.
Scaramanga’s Shrine
Temple 1st Floor
SI
Si
is
10 -
If you step on the wrong tile,
Scaramanga's trap will acti-
vate. Even if you destroy all
four drone guns, you won’t be
able to reach the Golden Gun.
Save this Body Armor for last,
because this is the final loca-
tion where you'll encounter
Samedi. It will probably be dark
by the time you get here, so
find the armor before you
engage the enemy.
Nintendo Player's Guide
EGYPTIAN TEMPLE^OBJECTIVES
Agent Secret Agent 00 Agent
1 Recover the Golden Gun
2 Defeat BfLron Samedi?.(Pag^94)
GoldenEye
m
The Golden Gun
As the song says, "One golden shot means another poor vic-
tim has come to a glittering end." The Golden Gun can neu-
tralize any foe in the. game with a single bullet.
Unfortunately, Baron Samedi has three times the lives as a
normal person-four tifnes if you count your encounter with
him on Haiti-and. you have but one life to give to your
country. While Scarartianga's lethal weapon has made you
the man with the Golden Gun> you., need to know where
Samedi is waiting for you and how to get between the ren-
dezvous points while sustaining minimal damage.
If you run past the drone guns in this cor-
ridor you won't sustain a single hit, but
you may be delayed by guards wandering
the long hallway. You can also take out
the drone guns by climbing the stairs on
the left side of the map and shooting
down at them before they can turn
around and return fire. Clearing out the
drone guns does consume valuable
time— something you won't have when
the guards eventually close in on you.
E3 defeat baron samedi?
■K Baron Samedi's haunting laugh reverberates through the halls of the
■ * ancient, stone temple. This massive structure was carved out by hands
M that have long gone on to their final resting place. You'll soon be join-
ing the ancients if you don't devise a plan for dispatching Samedi and dispelling
his voodoo ways. To win, you'll have to defeat him at three different locations
inside the temple. The Baron can be neutralized with normal weapons, but
you'll have to replenish your ammunition at least a dozen times before the stage
ends. The best method is to hit him with three bullets from Scaramanga's Golden
Gun. Search for Samedi as soon as you exit the passageway leaving
Scaramanga's Shrine. You'll find the Baron directly in front of you. Ignore the
infinite guards and concentrate on taking out Samedi. As soon as the Baron
is defeated, you'll hear his laughter emanating from the pool where you
started the level. Return to the pool, defeat Samedi again, then run for the
black obelisk in the lower left corner of the map. Grab the Body Armor
next to the obelisk and finish the job with a final shot. Then sit back and
watch the animation as Samedi's laughter echoes into oblivion. I □
nro
FROM PAGE 93
After you defeat Samedi at the pool, you'll hear
his laughter as the sunlight is blotted out by
black clouds. While your visibility is limited, this
shouldn't prevent you from making a run to the
black obelisk and your final confrontation with
the voodoo master. Ignore the infinite guards and
concentrate on finishing the work you started.
Nintendo Player's Guide
There are two hidden doors in the corner of
the room where you meet Baron Samedi for
the first time, but the upper door at the far
end of the chamber is a one-way exit. There
is no way to climb up into the door. This
upper door can serve as an ambush location,
but eventually the guards will hunt you
down and take you out when you're not pay-
ing attention to the long hallway behind you.
Temple 1st Floor
o oo
□
ooo
I I
G □
o o o o
ooo
o
o
o
o
o
o
o
o
o
□
o
o
o
o
o
o
Temple Basement
asm
FROM PAGE 93
□
□
r q
i i
oooo
oooo
lllllllll
Even if you trigger the trap in
Scaramanga's Shrine, you can
still make a run for the door at
the side of the room and
attempt to solve the tile puz-
zle again. This handy escape
route does have one drawback:
sometimes a wandering guard
will enter the room through
this door. If the guard spots
you, he'll charge toward your
position and unwittingly
activate the trap.
Avoid the Guards
All of the guards in this mission are
here to slow and wear you down.
Aside from a handful of ZMGs and
endless ammunition, they have
nothing to give you, and there will
always be more sentries waiting to
replace the ones you've eliminated.
Concentrate on getting the Golden
Gun and finishing off Samedi. If
you finish this mission in under six
minutes, you'll earn the All-
Weapons Cheat Option.
The Temple's water-filled basement is the safest
route to take to the black obelisk. You won't find any
guards here unless a random sentry has stumbled
down the stairs. This underground passage is an
ideal path if your Body Armor is wearing or your life
is running out, but keep in mind that there may be a
sentry or two waiting for you when you climb the
stairs back up to the surface.
mump FROM PAGE 93
GoldenEye
■95
MISSION 9
el Sagliira
KILLER TIMES
• MISSION fl
DATA >'
As you would expect in a game devoted to spies and covert operations
GoldenEye is filled with secrets. Some of the secret Cheat OpEforts are
just for fun, but others give you awesome abilities. Once you earn a
Cheat Option, a Cheat Menu will appear at the beginning when you
enter the Cheat Mode game files.
A LICENSE TO CHEAT
When you complete a stage in GoldenEye within a target
time and at a specific agent level, you'll earn a special Cheat
Option that appears on the Cheat Menu. The special options
include fun stuff like the big-headed enemies in DK Mode or
the god-like powers of Invincibility. Beating most target
times won't be easy. The chart below lists the stages, agent
levels and target times for each Cheat Option.
Paint Ball I i Double Hunting Knives
AGENT (Easy) SECRET AGENT (Medium) 00 AGENT (Hard)
Dam
None
Paint Ball 2:40
None
Facility
None
None
Invincible 2:05
Runway
DK Mode 5:00
None
None
Surface
None
Double Grenade Launchers 3:30
None
Bunker
None
None
Double Rocket Launchers 4:00
Silo
Fast Mode 3:00
None
None
Frigate
None
No Radar (MULTI) 4:30
None
Surface 2
None
None
Tiny Bond 4:15
Bunker 2
Double Throwing Knives 1 :30
None
None
Statue Park
None
Fast Animation 3:15
None
Archives
None
None
Invisible 1:20
Streets
All Enemies w/Rockets 1 :45
None
None
Depot
None
Slow Animation 1 :40
None
Train
None
None
Silver PP7 5:25
Jungle
Double Hunting Knives 3:45
None
None
Control
None
Infinite Ammo 10:00
None
Caverns
None
None
Double RC-P90S 9:30
Cradle
Gold PP7 2:15*
None
None
Aztec Complex
None
Double Lasers 9:00**
None
Egyptian Temple
None
None
All Guns 6:00***
*Cougar Magnum if over 2:15 **Single Laser if over 9:00
***Golden Gun if over 6:00
Nintendo Player s Guide
This is where the real down-and-dirty business of covert opera-
tions begins. It’s just you and one, two or three other agents running
loose in a maze and armed to the teeth. Who lives, who dies, who
stabs who in whose back-it’s all up to you. Long after you’ve mas-
tered the intricacies of the Mission Mode of GoldenEye, you’ll still
be learning, playing and loving the Multiplayer Mode, which we
fondly call Live And Let Die.
GoldenEye
Live And Let Die
RULES
ENGAGEMENT
Unlike most multiplayer games, GoldenEye gives you not one but an almost
endless number of ways in which to triumph gloriously over hapless
friends. Your options include a variety of scenario rules for determining the
winner, eleven mazes, lots of weapons and eight GoldenEye characters.
PLAYERS
From two to four players can mix it up in
Live And Let Die Mode, stalking each
other through new versions of stages
from the Mission Mode. Each player can
choose his or her own character and
handicap. You can team up against other
players or go at it solo. Either way, Live
And Let Die Mode is fast-paced, intense
action that never gets old.
SCENARIOS
Live And Let Die matches aren't just the
simple hunt-and-kill death matches like
those found in many games. Each
GoldenEye scenario changes the rules of
engagement and the strategies needed for
winning or playing the game. Since you
can customize other elements of the
match, such as the type of weapons used,
the variety becomes almost endless. In
addition to the differences in rules found
in the scenarios, you can play team
matches, as well.
NORMAL
In the standard mode, players try to score the most points within a set
time limit or be the first to reach a certain number of victories. You can set
the time and point totals to be five, ten, or 20 minutes or points.
YOU ONLY LIVE TWICE
THE LIVING DAYLIGHTS
THE MAN WITH THE GOLDEN GUN
One shot is all a real 00 Agent needs, and that's all it takes if you have the
Golden Gun. In this scenario, one Golden Gun has been placed in the arena.
If you don't have it, someone else probably does.
LICENSE TO KILL
The ultimate challenge can be found in License To Kill, in which every hit
results in a victory-or a defeat if you're on the receiving end. Staying alive
in this scenario is almost impossible.
TEAM
In this mode the idea is to find the flag and hold on to it for as long as possi-
ble. The player who holds it longest wins. The downside is that you can't
hold a weapon while holding the flag.
There are three team modes for three- and four-player matches: 2 vs. 2, 3
vs. 1, and 2 vs. 1. Only the very best agents will be able to go two-on-one or
three-on-one and win.
One life for your dreams and one life to live doesn't leave much of a margin
for error. In this scenario, each player has just two lives to give to his or
her country, and the last person alive wins.
Nintendo Player's Guide
LEVEL
In this option, you get to choose the stage
or setting of the upcoming battle. The
eleven areas are the Temple, the Complex,
the Caves, the Library, the Library Base-
ment, the Library Stacks, the Facility, the
Bunker, the Archives, the Caverns, and the
Egyptian Temple. Some of these areas, like
the Caves and the Complex, aren't even in
the Mission Mode.
COMPLEX
CAVES
LIBRARY
LIBRARY STACKS
LIBRARY BASEMENT
FACILITY
BUNKER
ARCHIVES
EGYPTIAN TEMPLE
If you choose the Random setting, the computer
selects one of the available areas at random for the
ensuing fight.
These six multiplayer battlefields are always available,
whether you've played any of the Mission Mode or not.
Even though several of the maps are based on mission
maps, such as the Library, which is based on the Archives
in the Mission Mode, you'll find many differences
between Mission and multiplayer areas. Some maps,
such as the Caves and Complex, were designed just for
Live And Let Die Mode.
These final five areas become accessible only after you
play the corresponding stage in the Mission Mode. Once
again, you'll find substantial differences between most
of the Mission and multiplayer version maps, although
some, like the Bunker, haven't changed much.
CHARACTERS
£.
Sdod Chmct
S.&
| Rvaslan Common
it)
loot
If you've ever
wondered how
other people
see you, you'll
never have to
wonder again.
You can be any
one of eight
characters from the GoldenEye Mission
Mode, including James Bond, Natalya,
Trevelyan, Xenia, General Ourumov,
Boris, Valentin or Defense Minister
Mishkin. They all have the same abilities
in the Live And Let Die Mode, but when
you meet your fellow players in the halls,
they'll look just like the characters from
the game.
GAME LENGTH
You can set the length of a match in the nor-
mal scenario, The Living Daylights, The Man
With the Golden Gun and License To Kill.
Game lengths can be set at five, ten, and 20
minutes of Unlimited for a true marathon
session. In many scenarios, you can also set
the number of points needed to win.
0
IL 1
i :
Ourumov
Sdod Ctifjclor
SLAMl
1 Rvaslan Commandant
Russian Commandant
TOP SECRET
HIDDEN
CHARACTERS
Once you finish the game on Agent I
level or above, you'll get extra charac-
ters to use in the Live And Let Die I
Mode. Twenty-five new characters
appear in all, giving you an overall I
choice of 33 characters. In addition to I
characters that you encounter I
throughout the game, you'll find char-
acters from Bond movies other than
GoldenEye. How would you like to
play as the giant. Jaws, or as the mys-
tical voodoo sorcerer Baron Samedi |
from Live And Let Die?
GoldenEye
9Tff pttv OATI
WEAPON OF CHOICE
Nothing changes the nature of a multiplayer game quite as
much as the choice of weapons you select. In the case of
some selected weapons, such as Throwing Knives or
Slappers, the entire match is played out with just that one
type of attack available to all players. But when you choose
a specialty weapon like the Laser or Remote Mines, you'll
find those weapons in just a few special locations, while
you'll find more conventional weapons elsewhere. In addi-
tion to finding weapons, you can take them from defeated
opponents. Finding Body Armor can have an even more dra-
matic impact on your success, and Body Armor always
appears in the same locations. Learn the stages and item
locations for a huge advantage.
OTHER WEAPONS
When a special selected
weapon has been chosen, that
weapon may give players a big
advantage in the arms race, but
other weapons also will appear.
A well placed bullet from a PP7
can be just as effective as a
burst of Laser fire. Ammo and
weapons will be found through-
out the mazes in quantities
great enough to supply a small
army, so you should seldom have
to resort to karate chops, also
known as slappers. Remember
to pick up weapons from
defeated opponents.
Talk about overkill. One well-directed
rocket is about all an opponent can
take. Unfortunately, you can carry only
a few extra rockets.
GOLDEN GUN
Scaramanga may have the names
of his victim printed on the golden
bullets, but you'll have to live with
being able to finish off anyone
with a single shot.
In the handgun category, you can pick
up the DD44 Dostovei, a silenced PP7,
and a Cougar Magnum with its unique,
hard-hitting bullets. Accuracy wins
the day.
AUTOMATICS
Your choice of weapons will include
the Klobb and DK5 Deutsche along
with assorted lesser weapons. Be
sure to grab gobs of ammo.
SNIPER RIFLES
The only reason to use Sniper Rifles
is to hit targets at long range. In
some mazes, the angles are so
restrictive that using these weapons
can be a liability.
REMOTE MINES
If you know an area's geography well,
using remote mines can be very effec-
tive. Place the mines in a high traffic
area, then activate them at a distance.
TIMED MINES
Tricky. Very tricky. Once you plant
mines, you have about three seconds
to evacuate the area while hoping that
an enemy comes into range.
The Moonraker Laser can fire an end-
less number of shots in rapid succes-
sion. It's great for leaving messages on
walls or tattooing your enemies.
SLAPPERS ONLY
Forget about weapons. Slappers-also
known as your own two hands-are
the only means of offense in this
option.
THROWING KNIVES
Throwing Knives and nothing but
Throwing Knives is what you get in
this embarrassingly brutal mode.
You need to be close and accurate
to be effective.
POWER WEAPONS
Who has the biggest gun of all? The
automatic shotgun is nice, but opt for
the RC-P90 any day. This rapid fire
monster holds 80 rounds in a clip.
Grenades require patience and accura-
cy. These are great weapons to use in
ambush situations when you look
down on opponents, or when they
run into deadends.
GRENADE LAUNCHERS
All the fun of exploding grenades but
with the added benefit of being able
to shoot them at a distance. Like
rockets, you can carry only limited
rounds of ammo.
PROXIMITY MINES
These mines are triggered by people
coming within a short distance of
them— the ultimate ambush weapon,
because you don't have to be any-
where nearby.
Nintendo Player's Guide
LIVE AND LET DIE TECHNIQUES
LOOK-THROUGH POINTS
Any time you can target an opponent and get a hit without
exposing yourself to return fire, you'll have an advantage. In
many of the multiplayer areas, you'll find ledges, ramps and
open lofts from which you can spy on opponents, take aim at
leisure and defeat them in relative safety. Of course, if you can
hit them, they can probably hit you, too. Sniping from an
upper or lower level is not a foolproof strategy.
Look-through areas allow players to see opponents on upper or lower
ledges or floors. You'll have a huge advantage if you stake out such sites
and wait for the little flies to be snared in your diabolical web.
BEST SITES
There are three major considerations for any location in
multiplayer mode. First, how good is your line of sight? Can
you see all entry points so that you can take the first shot? The
second priority is having an avenue of escape. The final
consideration is hiding. You can hide in the shadows and
around corners, and in some areas you can walk through
metal grates, becoming invisible to players who are on the
other side.
Four players have stum-
bled into the same room,
but it's likely that only one
will leave safely. The play-
er in the lower, right-hand
corner has the best view
of all the other players,
plus he has an easy escape
route he can back into
quickly. Each of the other
players has at least one
blind spot or a limited
escape route.
LIVE AND LET DIE FILES
Shaded areas indicate ledges or walk-
ways above a main floor. These areas
may be ideal for ambushing unwary
opponents on the floor below.
g START
(□) BODY ARMOR
"7* SELECTED WEAPON
M SELECTED WEAPON
AMMO
^ STANDARD WEAPON
^ STANDARD WEAPON
AMMO
Look-through areas have been noted on the
multiplayer maps with numerals indicating
where the line of sight exists on both levels.
A numeral 2 on a higher level will be within
sight of a numeral 2 on a lower level. The file
entry will describe special tactics that can be
used in some of these areas.
There is only one Golden Gun per arena, and
its location is noted on each map. If you're in a
non-Golden Gun match, the it will be replaced
with the Selected Weapon chosen for the
scenario. Any nearby ammo caches will
always contain cartridges that can be used
with the available weapon.
] FLAG
The number of golden Bonds indicates
how good an area is as an ambush spot.
One Bond means the site is pretty good
while three Bonds means it's a great
place to wait.
FLAG
Like the Golden Gun, the flag in The Living
Daylights scenario is always in the same
place in the beginning. That location is shown
on each area map.
GoldenEye
Iiive And Iiet Die
TEMPLE
LIVE -♦
AND LET *
V DIE c
'/• i O
The Temple is a favorite of novices and veterans. Its wide rooms and pas-
sages give you lots of maneuvering room, but there isn't much cover, and
it can he difficult to see opponents at the far sides of the large chambers.
Wide Open Spaces
The Temple's ,ppen spaces make Basement
it relatively easy to spot and tar-
get your opponents, but just
remember that, if you ) can see
them, they can see, you. If you're
caught out in the open, lun at an
angle or%i a serpentine pattern to
throw off your, opponent's aim.
Remember that you normally aim
downward slightly, so if you're
trying to hit a target at the other
end of a large chamber, tip the
end of your weapon up just a bit.
□
If you crouch in this corner, you can
cover most of the basement
(including the weapon and ammo
caches) and two of the major pas-
sages leading into the basement
quite easily. Anyone coming down
the slope from door C would be
especially vulnerable, and it would
be difficult for an opponent to
dodge, retreat or return fire with-
out taking at least a few hits.
Golden Gun
This hall leads to the only Body Armor in the
Temple, so you can expect at least some action
around here. If you collect the armor yourself,
you can wait in the shadows to ambush the
next person who comes along, but you won't be
able to dodge any return fire. A better strategy
might be to collect the armor and then leave a
mine or two in the shadows as a gift to your
fellow combatants.
Nintendo Player's Guide
From this vantage point, anyone trying to enter or leave the
basement will have to cross your line of fire, if only for a
moment. Players often forget that this look-through is
here, and since an opponent's radar will show that you're on
a different level, he or she may not be on guard for an
ambush. Just don't allow yourself to be distracted by the
view down below, though. Someone could easily hide in the
deep shadows off to your left and get the drop on you.
This junction is arguably the best
ambush spot in the Temple. Just
be sure to close the door to your
left before you settle in. If some-
one is foolish enough to open the
door, you can shoot him or her in
the kneecaps. Because of the
extreme angle, anyone coming
around the corner to your left will
have to step into full view before
he or she can target you. You'd
also have a pretty fair advantage
over anyone coming up the steep
slope to your right.
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Many players just stand at the edge of the look-
through and shoot, but there are sneakier strategies.
If you're on the first floor, use the radar to gauge your
opponent's position and lob mines, grenades or rockets
through the hole from a distance. If you're in the base-
ment, you can also lob explosives through the hole,
but a better ploy would be to plant mines on or shoot
rockets at the ceiling. The explosions will penetrate
the ceiling and tag your pursuer from below.
LIVE
AND LET ■
- DIE C
W W *'"
COMFLIX
You'll probably spend a lot of time looking over tlieir shoulder. It's difficult
to tell from the radar if someone is on the same or a different level from you,
and you'll often charge around a corner to find. ..nothing!
Guessing Game
The Complex has such low —
ceilings that it will be diffi-
cult to tell from your radar if
an enemy is above, below or
on the same level as you. If
you're not sure, just assume
that your opponent really is
afourid the next corner. With
its winding corridors, tight
corners and long, exposed
walkways, the Complex can
also be a "miner's" paradise.
Remember that you can
plant mines on the ceiling to
hit someone above you, and
you can also plant them on
the floor to target someone
on the level below you.
Golden Gun
Many agents like to go up ramp I
and use the look-through above.
If anyone comes to knock you
off your perch, you'll have the
advantage. If you're at the top of
the ramp, you'll aim downward
automatically at a perfect angle
to guard the ramp. If you're down
below, your aim won't adjust
automatically until you’re
through the grate, so you'll have
to adjust it manually.
Combatants often charge into the alcove across from this air
duct, only to find that it's a dead end. You can't be seen if you're
far enough back, but you'll be able to target your quarry easily. If
you go to the other end of the air duct, you can target several
major intersections and plant mines underneath a walkway.
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Most agents won't think to check this cor-
ner for a camouflaged alcove. If you stand
back far enough in it, even if a foe sees you
on radar, he or she may think you're in anoth-
er room and not a threat. Well, surprise!
Nintendo Player's Guide
GoldenEye
AComplex
V* I *v
The Caves seem more complex than they really are bejcause it's so easy to
get turned around in the shadows. There are lots of look-through points,
and whoever holds the high ground will hold a definite advantage.
Uphill Battle
If you like proximity mines, then you'll
love the Caves. There are lots of shad-
owy passages |n which to hide mines,
and opponents, won't see them even at
close raffle. (|omba'f^its with dark
clothing will also find this a
parti, culariyiriendl^hvfronment. The
lack of elearly defined jfbors or levels
is confusing, and the'j’steep angles on
the ramps ana fpok-th rough points
give the advantage to anyone on the
upper levels. Practice running and
shooting uphill simultaneously. The
auto-aim function does not work well
on an uphill target, so you'll have to
aim manually.
This corner is off the beaten path, so if you appear
here after being defeated, you might actually have ;
few seconds to gather your wits before someone
shows up. Grab the weapon and ammo and back up
against the wall. The shadows will provide some
camouflage, and you'll have a good line on anyone
coming to grab the goodies. The auto-aim feature
won't work well on any target near or beyond the
rock formation ahead of you, so watch
for movement.
Look-through 3 gives you a perfect position to cover the
entrance to this small chamber. Just crouch and point your
gun at a spot just inside the entrance opposite. If someone
walks in, your gun will automatically track your foe almost
anywhere in the chamber without your even touching the
Control Stick— just pull the trigger!
m
B | 204
Li
Look-through 2 poses some intriguing pos-
sibilities. The southeast ledge is easily
defended and is probably the best vantage
point. From there, you have a good angle on
the intersection below, on the path heading
north and on the ledge across the
way. The northeast ledge is
brightly lit, exposing anyone who
tries to collect the Body Armor.
On the other hand, this ledge does
allow you to cover much of the
lower passage heading east. You'll
just have to keep an eye on your
radar to make sure that no one
sneaks up on you.
Nintendo Player's Guide
Look-through 5 is an ambush spot that, despite
its many opportunities, often goes unused. If
you stand in the shadows opposite the top of
the ramp, you can cover the ramp, the two
ammo caches to your left and the Body Armor
to your right. Unless you're wearing light-
colored clothing, your foes won't even know
what hit them.
Stand between the second and third pillars on this ramp.
You'll have a good view of most of the room below, includ-
ing the starting point in the alcove across the way. You'll be
able to tag anyone coming from either entrance, and, if you
want to be very unsporting, you can shoot unarmed com-
batants as they pop back into existence. In addition, most
combatants will assume that the slope in front of you is
too steep to climb, so they will try to swing around to your
right and come up the ramp. In fact, you can run up and
down the slope quite easily. You'll be able to jump down,
swing around and catch your opponents from behind!
Golden Gun
This ambush spot is one of the most unsporting in the game. From this vantage
point, you can cover the bottom of a ramp and a well-lit passage to the north,
as well as two ammo boxes and a starting point to the east and southeast.
Chances are that if an opponent pops into existence at the starting point, he or
she will be facing the wall. Even if your hapless foe survives the initial assault
and manages to get his or
her bearings, the closest
available weapon will be
right next to your posi-
tion, and the only escape
routes will be directly in
your line of fire. Brutal!
GoldenEye
f f f ? r
LIBRARY STACKS
The Stacks will accommodate almost any group of vfreapons and lots' of
different strategies. With all the secret passages, a fleet-footed agent can
run rings around the competition before they realize what's happening.
One Arena Or Two?
The Library is actually made up of two areas: the Stacks (the uppeedwo floors) and the Basement. If you select either the Stacks or
the Basement for your match, the other area will not be open tb you. j Kvau choose the Library, you'll be able to move freely between
the two areas. More than any other area except perhaps thd’lfeality, tne Library Stacks favor those who keep moving, who are very
good at weaving around blind corners, and who are quick on tfte-rafaw.
Stacks 2nd Floor
LOJ
Golden Gnn
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If you're tired of chasing rogue agents around the
Stacks, cool your heels on the upper walkway at
look-through 1. Agents trying to use the "back
roads" to circle around the perimeter of the
Library will often pass right below you from right
to left or left to right. Most people tend to forget
that there's a look-through here, and since the
radar will show that you're on another level, they
won't even think to look up. The room below has a
starting point right out in the open, and it's also a
major thoroughfare for people going to or coming
from the Basement via ramp C.
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This ambush spot is particularly nasty. If
you stand in this corner, you'll be able to
cover all of the upper entrances and most
of the gallery below. You can lob mines,
grenades or rockets at the entrance to
the secret passage as soon as you see
it begin to open. If you don't have any
explosives, just wait until your
opponent is well into the room before
opening up. That way, he or she will be
far from any cover. There's also a
starting point beneath the walkway to
your left. Leave a proximity mine on the
walkway above it as insurance against
any unexpected visitors. In fact, if you
plan to stay a while, plant proximity
mines above all of the entrances.
Nintendo Player's Guide
Stacks 1st Floor
CO
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TO PAGE 111 GO
Here's another ambush spot that's easily defended. You'll have a
good view of both secret passages as well as the ramp to the
Basement. You can plant proximity mines on your side of the doors
and just wait for the fireworks. If you want to get really creative,
plant a remote mine (a proximity mine may not work) ahead of time
on the wall directly above ramp C. It will be out of sight to anyone
coming upstairs. If you know someone
is coming from the Basement toward
ramp C, show yourself and try to lure
him or her up the ramp. If he or she is
reluctant to follow you too closely,
duck into the passage opposite the
ramp. When your opponent tries to
come upstairs, blow the mine.
you'll be here to make them pay a heavy toll. The
passage runs long in both directions, and if some-
one tries to launch an explosive your way, you can
try to detonate it with gunfire before it reaches
you. The grate to your left is right in line with a
weapon cache in the Basement. You won't be able
to see your target very well, so you'll have to
trust your radar. Someone in the Basement may
not be expecting an assault from above, and, with
luck, he or she will be too surprised and confused
to move out of the line of fire. On the other hand, a
clever opponent may try to target your ambush
spot from below.
GoldenEye
Look-through 2 is dangerous whether
you're in the Stacks or in the Basement.
The grate is between a popular weapon and
ammo cache in the Basement and one of
the main routes to and from ramp C in the
Stacks. If you just wait here, someone is
bound to cross above or below you. If you're
in the Basement, you have the advantage of
being in a large room and being able to dodge
out of the line of fire. Your victim on the
first floor will be stuck in a narrow passage.
If you're using only the Basement area, this is one of the better spots to hang your hat.
Position yourself in the center of the hall with your back to the gate. Aim your gun straight
down the center of the corridor and crouch. Now if anyone tries to peek around the corner
to your right or around one of the pillars at the end of the corridor, your gun will track your
opponent perfectly without your having to touch the Control Stick. Another tactic is to
stand right at the intersection and look down the corridor toward the Body Armor. Besides
the fact that the armor is a very desirable item, it also marks the center of the maze, and
someone is bound to come through that intersection sooner or later. Grenades and mines
won't reach from one end of the hall to the other, but rockets will!
■ AND LET ■ ■
• wwwwwww
LIBRARY BASEMENT
Despite the fact that the Basement is not very big, it is jometimes 'frery ($sy
to get lost in it because so much of it looks the same. Jushkeep in mind tiiat
the Body Armor is at the very center of the ma/eJ !
Grate Disaster
If you're using the entire Library com-
plex, remember that you don't have to
move up to the Stacks or down to the
Basement to confront your opponents.
There are grates you can shoot
through, andmianylpf the %ger rooms
above andjfbelow overlap making it
easy to lay booby traps on ceilings and
floors with nfines. If lyou'renimited to
the Basement use' the pillars and
alcoves for cover as rtjiuch as possible,
but beware of mines planted on pillars
near weapon and ammo caches. Space
is tight, so get used to maneuvering in
close quarters. Sidestepping is essen-
tial to your survival.
There's a grate above this weapon cache that leads through
the ceiling and into the first floor of the Stacks. (Check the
map on page 109 for look-through 5 to see where the grate
leads.) You can wait here and watch your radar for anyone
passing overhead. The alcoves that line this hallway are also
prime mine-laying territory. If you know someone is coming
from a certain direction, plant the mines on walls facing the
opposite direction, so your opponent won't spot them.
Like look-through 5 around the corner, look-through 4 leads
into a corridor in the Stacks above you. The corridor above is
not very wide, so spray the entire grate with gunfire. You may
not be able to see your target, but with luck, you'll score a
few significant hits. Don't be too distracted by what's going
on above you, though. You're vulnerable to attack from the
side, and it wouldn't be hard for someone to come along either
passage and take you by surprise.
Kmi’iv
Nintendo Player's Guide
FROM PAGE 109
If you're using the Basement area only, this position is
easily defended. With your back to the locked gate,
the auto-aim function will serve you well yet again.
The trouble may come in luring opponents to this
spot, since the risk in challenging you here is obvious.
If your opponents are wary, you may just end up being
very lonely.
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FROM PAGE 109
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This is the same look-through we discussed on
page 109. The shooter in the Basement has a big
advantage at being able to dodge to one side or
another, while the victim above is stuck in a nar-
row passageway. You should wait until your oppo-
nent is in the center of the passage before you
open fire. That way, he or she will have to strug-
gle to the end of corridor to reach safety. If you
want to be especially cruel, line the length of the
grate with mines.
GoldenEye
Explosive Consequences
You'll spend a lot of time on the Walkways, so if you want to cause a lot of
grief, find a spot where they run paralfelj one above the other. Lay a string of
mines fairly close together hl'neath-|he upper walkway. This way, the explo-
sions will engulf both level* DetgnateThe mines all at once or shoot the last
one in line and watch thfrr^xplode^one by one. If you lay mines on the
floor of the upper level, the ptolosiogs won't always reach the lower level.
This ambush spot affords you a view of both the upper and the
lower walkways, and anyone coming up stairway A will be a sitting
duck. You'll also be right next to the only starting point on the west
side of the Caverns. The chamber behind you is a dead end, so if you
make sure it's clear before
you set up shop, you won't
have to worry about being
ambushed from behind. It's
crammed with weapons
and ammo, too, so if you're
running low, you can dash in
and stock up.
There's a dark, narrow tunnel that connects this cavern with the pump
control room. Hide in the shadows at the tunnel entrance and smack
anyone who tries to come into the cavern from the walkway. You can
wait for your target to get to the center of the chamber and then blow
up the oil drum that's sitting
there. The drum regenerates,
so you'll be able to pull this
trick more than once— if your
adversaries are gullible
enough to fall for it, that is.
Just watch your radar and be
careful that someone doesn't
sneak up on you from the
other end of the tunnel.
Nintendo Player's Guide
Water Caverns
It's a dirty ploy, but from here, you can
cover the ammo cache and the starting
point down thetunnel. At this distance,
you won't be able to see your prey, but
your radar will tell you when someone
is in range. The effective range of most
of your handguns and rifles is just a bit
more than the length of the tunnel.
Bait someone into charging you by
running forward a bit, firing, and then
retreating into the chamber behind you.
It will be tough to make out your targets at this
distance, but you can hit opponents on the upper
walkway from these windows. It's too far for
mines, grenades or even grenade launchers, but
anynormal gun and the rocket launcher will do
nicely. Most combatants won't expect an attack
from this direction, concentrating instead on
what's directly in front of them and directly
behind themon the walkway itself. Their radar
screens will show that you're far off to the side
somewhere, not lurking near the door in front of
them, and thus, not a threat-or so they think!
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01
GoldenEye
LITE AND LET SIX
LIVE
AND LET *
^ DIE C
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m ^ W W'
FACILITY
The Facility is a small arena, making for quick innings, especially in License
To Kill Mode. No matter how many combatants there are, if you're
defeated, always assume that you'll reappear right next to an adversary.
Run For Your Life
The watchword in the Facility is speed. You
should expect that a t die tim e or another, you'll
pop up at a stai^fS^nf to firid yourself staring
down the barrel ft a gun| If no weapon is close by,
go for the nearest door . If y^u,-. manage to escape
through it, always turn Mid closg it behind you.
You may think it%r wast^of ti|iii'e, but closing the
door will delay pursuit^apd^your opponent will
lose sight of you, perhaps |iving you time to grab
a weapon or set up an ambush.
Golden Gun-
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If you begin in the air duct, just hope that
no one realizes where you are and comes
running. If you're cornered, jump into a
stall, slam the door and crouch. If the door
opens, you'll at least have a chance to
dodge and scoot away or chop at your
pursuer's knees. If you're in License To Kill
mode, one chop is all you'll need!
One of the best tactics is to constant-
ly run around these halls near the Body
Armor. Run as fast as you can, barge
through the doors, run up and down
both staircases and change directions
often. An opponent's instinctive reac-
tion often will be to chase after you.
This gives you control of the situation,
and by being unpredictable, you can
keep your opponent guessing and off-
balance. Once your foe is caught up in
the chase, you can switch directions
and attack suddenly, catching him or
her by surprise. Of course, being able
to grab the Body Armor now and again
will be a big bonus, too. You'll be named
"Most Frantic" for sure!
If you start on this end of the
Facility, grab the armor before you
charge into the main area. If you're
being pursued, jump in and close
the door. Your opponent will have
to decide if opening the door is
worth the risk.
Nintendo Player's Guide
BUNKER
The Bunker is well-suited to three- and four-playei challenges. Des'pite its
size, the Bunker has a floor plan that is easy to remember, and it is bright-
ly lit, making it a good place to train novice agents.
Diagonal Death
If you see ■
right on
stand to <
nally beford
stand at»i
to fire
Chances
nent's dii
drop on your opponent!
that an enemy is
double door,
the door diago-
lost combatants
iorway, hoping
e door opens,
of your oppo-
you'll have the
This small alcove at the bottom
of the stairs is one of the most
strategic spots in the Bunker.
From here, you can target oppo-
nents on the raised platform all
the way across the control
room, and if you face the other
way, your gun can track and hit
targets anywhere along the
hall, even someone just rounding
the corner at the very far end!
Just stand with your back to
the wall and face down the hall.
If a bright yellow blip hits the 12
o'clock position on your radar
screen, give 'em both barrels!
Most agents don't realize that there
is a rather large open area outside the
Bunker in this mode. Few people think
to come out here, since there are no
weapons and ammo caches to be had,
but it would make a great arena for an
old-fashioned, Wild West-style
shoot-out. Cougar Magnums at 10
paces, perhaps? Or would you prefer
something a little more aggressive,
say, rocket launchers?
LIVE
■AND LET* ■
DIE Pc
ARCHIVES
The Archives is another small arena best suited to two-player challenges;
that is, unless you don't mind having a huge body count! There are lots of
highly flammable crates, so be careful where you take coyer.
Archives 1st Floor
Brute Force
The action tends to be fast and
furious in the Archives. As in
the Comple^ it's often hard to
tell from theradac screen when
as
area j%st adds^to the^tension.
It's no surprise, then, 'that brute
force takes precedence over
finesse. Curiously, explosions
don't always penetrate through
the floors and ceilings, so
you'll just have to get in your
opponents' faces.
Weary agents sometimes take refuge in
this room, and it's also one of the starting
points. If someone corners you in here, duck behind the door. An assailant will have
to come all the way around to shoot you. If you're the one barging in, don't just
stand in front of the door when you open it. Stand to the left of the door and then
sweep from left to right, firing in an arc as you go.
Nintendo Player's Guide
EGYPT
LIVE
AND LET ■ *
There's lots of cover here-almost too much, in fact! The pillars will often
interfere with your line of sight and force you to take the battle up close and
personal. Once again, you'll have to trust your radar and your instincts.
Pyramid Peril
The upper and lower routes are rather roundabout, but
they can be useful for Outflanking your opponents.
Some particularly nasty-'agenfs^have been known to run
along the upper western romdjaJfflssing grenades or
i ,u ; JU— f .. If Egypt 1st Floor
mines down the crates at ythe Lower pathway. If you
don't center your thrcW ; _.perfectly, the explosive may
bounce back and go off in your face.
Golden Gun
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The chutes look steep, but you
can run up and down them easily
for a surprise ambush or a quick
getaway. Another tactic is to run
sideways along one of the paths,
parallel to your opponent above .
or below, and fire your gun as you
go. You won't deal as much dam-
age as you might with an explo-
sive, but you won't have the rico- J
chet problem, either.
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This is the only large, open space in the
entire stage. Clever foes aren't liable to
just waltz into any old trap, but you can
try to seed the floor with mines. Even if
no one falls for that trick, it may give
your enemies pause and make them
retreat. You can then head to the look-
through to the west and set up an
ambush or jump back down to the main
floor and outflank your foes.
Agents often stumble into this
room thinking the pillars will pro-
tect them from any long-range
sniping. If you stand here, how-
ever, you'll be able to cover both
the north and west entrances
to this chamber, as well as the
starting point to the northwest.
Anyone popping up at that
starting point will naturally go
for the nearby weapon and
ammo and will likely cross your
line of fire several times.
Egypt Basement
esnnnn
GoldenEye
Hats Off
To Her
Majesty's
Secret
Service
Relax While On Assignment
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TOMORROW NEVER I
UNITED ARTISTS CO»
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R p ©1997 DANJAQ. UC ANT™
jBTORATION. ALL RIGHTS RESERVED -
LOGO ©1962 DANJAQ, LLC AND
iRPORATION. ALL RIGHTS RESERVED,
IMmw Shooting Around The /Wisrii
EVERYTHING BUT
THE MARTINIS
James Bond may work alone,
but you don't have to.
When it comes to giving
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your missions for Her
Majesty, nobody does it
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The best classified
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""'v
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Top secret
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4. ETRoAtoT S, 6/*V c
*""v i ;■ 9 !\
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